The mechanic is simple, I am working on a space combat system and besides rolling dice for each weapon in a specific order of weapon (Fighter, Misile, Beam Weapons) I want players to choose and play secretly a strategy card that will affect the outcome of the battle. So basically the process is play a card, roll the dice, then repeat for the other weapons. Something similar is used in the "Endless Space" Video Game.
I just want to talk about the strategy card system. I wanted to use a double facet Rock Paper Scisor system. the first facet is simple:
Rock-paper-scisor
Who ever wins the relation ship will have a chance to reroll his dice in battle. In other words, he is stronger.
The second facet is that each card has a value 3-5-8. This is the initiative value. The player with the highest value will get first strike. But also the value is cumulative with the previous card played making it possible to predict your opponents move.
Finally, to counter balance the card with value 3, if a player wins the RPS with a value of 3, he get's a surprise attack where the opponent cannot reply.
By the way, 3 beats 5 which beat 8 which beat 3.
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What I am trying to build is a simple system with multiple path to victory where you could partially predict your opponent's move in all the 3 steps of the battle. I also want a mechanic relatively fast to resolve and analyse.
What do you think?
I have been thinking and I might have found a similar but more elegant method. Cards would have 1 value and an ability, like for example:
3 - No Reply from the ennemy OR all weapons hit
5 - Reroll Weapons that missed
8 - Re-roll sixes OR Another weaker ability
The ability only triggers if you win the RPS. So either you go for a strong initiative, or for a strong ability.