I'm designing a competitive expandable/customizable card game in the vein of Fantasy Flight LCG's like Netrunner and Game of Thrones. It features a "dungeon punk" setting and has factions exploring an uncharted territory and clashing in dungeons to claim the treasures inside. I have a lot of ideas but I'm stumped on something specific that would help bring all the mechanics together.
Players have both a "clan deck" and a "discovery deck" each. Clan decks contains ally characters, one-time events and attachments that all help towards getting an edge on your opponent during conflicts at dungeons, whilst the discovery deck represents the various locations and encounters you'll come across whilst exploring.
During an exploration phase, players will choose 1 of 3 options to discover from the cards dealt from their discovery deck. They gain a number of resources as a "discovery bonus" that they can spend on allies/attachments etc. Then the Location they discovered is added to a "map" board where it is now considered to be in play (See attached image). Dungeon locations discovered this way come into play with a number of victory tokens on them, and the players will have to battle it out during a conflict phase to be the one to claim the tokens for themselves.
Now my problem lies with what these non-dungeon locations actually do. I like the idea of having a growing map as the world is discovered but I don't know how to make the map relevant and how the locations would fundamentally interact with other adjacent locations. I could explain a lot more but don't want the post to get too long but please ask me anything if you would need more info to help. :)
Thank you very much for your input, it's much appreciated.
Yeah I figured that would be important information but didn't want the post to be an essay long. I'll talk a little bit about it now.
So the general premise of the game is these factions have been tucked away safely behind the walls of a giant capital city for hundreds/thousands of years (this location is represented in game by a card in the center of the map) but now circumstance has pushed them to explore the outside world for valuable resources, particularly what is contained in these dungeons.
After a dungeon is discovered, they are then fought over with your character units, deploying surprise maneuvers and tricks in order to have a higher skill value than your opponent to claim the power tokens on the card (Between 1-3). The game ends when a player reaches 15 total power before their opponent.
As it stands, the dungeon and conflict mechanics could exist entirely without the map area, but I don't think it's quite interesting enough and I want to map mechanic to be work naturally with everything else. I want the game be both about "mapping out an uncharted land" AND fighting rival factions in dungeons.