The standard card deck (Bicycle) has plagued me for years - I've always wanted to make a game with them but they always get too complicated... here is another attempt...
The premise is that you are trying to create the best civilization between 4 people, through the four pillars of civilization: Military, Economy, Government and Culture.
As you might have guessed, each suit is allocated to one of these pillars.
♤ 》Spade 》Military
Aggressive actions that make you the alpha player.
◇ 》Diamond 》Economy
Gives you card advantage and better control of cards.
♧ 》Club 》Government
Allows you to better control your opponents decisions and your turn structure.
♡ 》Hearts 》Culture
Allows for cooperative play, helping players while giving you a better reputation.
This is a very rough sketch, so I hope you all get give me some input...
On a given turn, there will be a dealer, the dealer will deal every player one card. The rest of the cards will result in the draw pile in the middle of the table (discard pile next to it)
Then each player will choose an action:
●Play a card (face up infront of you forward)
●Hold a card (face down infront of you forward)
●Lodge a card (face up infront of you side ways)
●Lock a card (face down infront of you side ways)
●Keep (do nothing and keep the cards in your hand
●Sell a card (discard and re-draw)
●Trade a card (pick a card and target player, that player chooses a card and you switch those cards)
●Conquer a player (place a card on a players card)
My plan is that each Pillar will have special occurances for most of these.
For example...
If you sell an Economy card (Diamond) you may draw the top three and pick one to keep.
Or...
If you lock a Government card (Clubs) until the end of the game you het that many points towards victory.
...
My ideas for each of the positions/actions vary... I want it to be a very social game where players can talk things out, negotiate and create tension. I've never done a game like this...
Hold: this can a place where cards are placed to be used as resources. Could also be called Build?
Lock: locking cards can give you some sort of end game advanatage.
Play: will do some sort of affect
Lodge: can be a place to create straights of a given Pillar or full houses etc. For combos.
Again... these are just ideas. But I like the idea of having many options on a turn and placing cards in different positions for different effects. Also differentiating the Pillars without making it too difficult. I'm thinking there will have to be some sort of reference card for each player.
Thanks all!
Tbone
Your "writing History" idea is exactly what I was looking for... I just have no idea how to make it strategic at the moment.
With the ascending/descending idea is something I thought Lodging would have something to do with. Opponents could place cards here too, kind of like an open board mechanic.
And that's exactly the point... I can easily make this into a game without the 52 card deck... But I really want to make the first game playable with the bicycle cards.