The game that I've been designing on and off for about 7 years now has hit several road blocks. The most recent stopping point was an overload of mechanics (too many for the one game, overcomplicating). I'd like some input on what I have left after stripping the mass of game down to what I consider an actual jumping-off point:
The game centers around two huge mechanics:
1) Tile-based (chess style) Combat and movement, each tile is unique and there are 30+ tile units in the game.
2) Resource acquisition/area control.
Players have these 'engines' that produce resources each turn and have to protect them with their tile combatants while launching attacks at other players to get a footing on their engines to gain the resources they are making.
Resources are required to purchase more powerful (and just plain more) tiles throughout the game, with the most expensive tiles requiring the most control over the resources of the game. The tiles don't guarantee victory, however, but rather have unique movement and attack mechanics that give the player with the more expensive units the upper hand (a stun mechanic on an expensive tile holds the enemy units in place so my units can slip past easily).
The movement of these tiles is based on a semi-random deck of "Action" cards: 15 "1 Action", 8 "2 Actions", 4 "3 Actions", and 3 "0 Actions". At the start of each turn, players draw one card for each tile they have in play and can delegate the cards to however many tiles as they wish, but cannot split the actions on one card to move multiple tiles (A 3 Action card only lets me move my Tile B 3 times, not my Tile B and Tile C 2 and 1 times respectively).
The mechanic that I want to implement is a deck-building system to give players a less expensive way to spend their resources, while improving their cards simultaneously. The players would choose between buying Action cards (going up to 5 Actions and various other improvements per card) or better Tiles, thus improving the chances that they could move where and how they wanted or fight/control the map better with better, more unique units.
Are Area Control, Tile Combat (a la Chess), and Deckbuilding (in addition to Army building) too many different mechanics for one game, or does this sound reasonable enough to be enjoyable?
Thanks for your input in advance and I apologize for the long post!
It definitely does, thanks for the advice and supportive commentary!