Hello! This is my first post here.
I'm working on a game that is, not to be blunt, Dominion, but with resource pools. It is future themed.
The basic mechanics are this:
Each player has three "pools"- Energy, Metal, and Life. The goal of the game is to either get to 100 life, or drain someone else down to 0 life.
Each player also has a deck of cards.
Each turn, they draw three cards, play as many of them as they want to / are able to (some of the cards cost resources to play), discards the ones the don't play, and draws three more cards. (just like Dominion)
These cards, in general, add resources to pools, or move them between pools (coverting metal into life at some ratio, etc)
When a player's deck runs out, they shuffle their discard pile. (just like dominion)
At any time during someone's turn, they may spend resources to buy cards from a pool of cards at the center. (sorta like Dominion)
The central cards come in limited stacks, of which there are a set number of stacks. Each game, different cards can be used in the central pool. (just like Dominion)
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Here's the issue.
I know that there will be 8 basic cards, as follows
A chain of three Energy Generating cards.
A chain of three Metal Gathering cards
An energy+metal -> life card
A energy -> damage to other player's life card.
I cannot, though, pin down what the pricing/generator structure should be for the two chains, save that it should be equal.
I want, for flavor purposes, the initial amount to be +3E or +3M, but beyond that, I have no clue how I should try to price the other two, or how the resources generated should be scaled.
Its hard to get all the other cards right in terms of price/usefulness, etc, when this basic ratio-set is up in the air.
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Actually, I guess what I am asking is this: are there any known structures and ratios for this kind of game already?