Greetings all,
When I was playtesting one of my games, it seemed the cards contradicted each other in theme and function. I do not know how common this is in boardgames, but I shall explain my problem:
In the game, the players will travel back in time to restore their civilizations, wiped out by events from the past, then going forward in time preventing those events to happen.
This is represented by a deck of event cards, which have two effects on them: one for going back in time and one for going forward in time. When time reverses, players play the played event cards in reversed order.
Recently I added a second card type: technologies (or mercenaries). These cards will be in play permanently, giving a certain action to the controlling player each turn.
The problem is this: the technology cards have one effect, that will take place in both backward time as forward time. This is contradicting on its own, because technologies should not have the same effect both ways in time. On top of that however, the event cards work completely different than technologies, taking away the synergy from the cards.
I thought of a few solutions:
- Design the technologies the same way as the event cards: two different effects
- Have different technologies for both forward and backward time
- Ignore this difference
What seems the best solutions, or did I miss a solution?
Soulmate
- technology cards may only affect the future, so you do not apply them in reverse time (="you cannot use a technology that's not been invented yet")
- to balance this, event cards may have a more useful effect when you reverse time (= "you can use events at your advantage if you already know they happened")
Will this work in your setup?
Thanks for your input :)
If technology cards would only affect the future, half of the game would be far less exiting then the other half. But this is a good idea, and maybe I'll make the strating technologies function in backwards time as well.
I'm trying to have events have thrice the effect of a technology card, while the technology cards can be used multiple times at a cost. I think that will balance those things, but playtests will show
Any more suggestions/ideas?