Theme: You control ships attempting to destroy your opponents islands
Game Type: Hand management, moving pieces, attacking with RPS system, managing special abilities, two player game
Game Mechanics: You place cards from your hand as ships, ships have differing values, whoever loses a combat must "lose rank" by reducing the value of the ship with another card, two actions per turn (draw cards, attack ships, move ships, etc.), use your two unique abilities to turn the tide.
Okay, above is the basics of a previous game I have worked on (Island Apocalypse). What I am attempting to modify is the combat system. Before it was pretty simple: attack an enemy ship, that player must place a card from their hand lower than the value of the boat attacked. I wanted to change it because of two things: its too easy to attack and so there isn't any tension or development on the field.
Solution: variable RPS system
Basically, every card you draw will have either a cannon ball, torch, or sword printed on it (as well as the ship type, value, and resource amount). When you choose to attack a ship, you will place a card face down from your hand down on the ship that is attacking. The defender will choose to place a card to retaliate or not place a card and receive the attack discarding the ship. Whoever loses will incur damage depending on the type of damage dealt.
Cannon ball = Ship damage
Torch = Freight damage
Sword = Crew damage
Cannon beats Torch beats Crew beats Cannon
Ship damage: lose rank with a card from in hand
Freight damage: lose rank with a card from your resources
Crew damage: lose rank from the top two cards from your deck
This seems to be elegant enough and also adds a bit of micro (individual battles making the game feel "bigger" and more intricate), while not bogging down the game with too much math.
What are your thoughts?
This is important. One issue that I have seen consistently while testing the game is the fact that the tension between the defender and the attacker is uneven.
For example, the whole point of attacking ships is to make your way to the enemy island and destroy them. Once you get adjacent to an island you can start attacking it, just like you would a ship. The problem that I see is you will get all the way to the enemy island just for them to place another high valued ship. By this time your ship is injured and attacking is much riskier.
What I need is risk for the defender as well. So what I am thinking is that if there is a draw, the attacker wins, or the defender must discard the card used to retaliate.