Some of you may have read my thread about looking for help with a cards game, this one is regarding the same game, which I'm dubbing Bragger Knights.
The game is played using two decks, the Knights deck, which players draw their hands from and the Exploits deck which is full of cards that you claim by playing down the melds found on them, kinda like Rummy. During play, a number of Exploit cards are laid face up on the table so everyone is, essentially, competing for these. They do get replenished from the Exploit deck during play though. Exploits can require melds of 3, 4 or 5 cards and are worth 1, 3 or 6 points respectively and some exploits form sets (Quests) for more points still. Ok, enough background, here's the question.
The Knight cards come in four flavours, (tentatively) Cunning, Strength, Charisma and Cleverness. These are the four traits required to claim the various Exploits. The twist is that Knight cards have a top and bottom half. One light and one dark. Every possibility is represented for a total of 64 cards. You claim an Exploit only by using the light side of the cards, but you may steal another player's Exploit (presumably to help with completing a Quest) by forming the meld using the dark side of your cards.
Obviously this makes Stealing overpowered because it's no harder than an honest claim but swings the score from the victim to you rather than simply adding to your score. This is where the wild cards come in, the Heroism trait... There are 6 of them, they only have a light side and so can't be used for stealing.
The question is...(Finally)... Does the inclusion of the 6 Heroism cards make an honest claim easy enough to do VS a steal to offset the fact that a steal not only boosts your score but lowers another player's score too.
PS: I'm considering disallowing steals that would brake up already completed Quests.
I figure the risk of hinging your win on steals is that you might be gunning for someone's exploit only to have them complete the quest, thus locking out of the steal. No enough?