My game has CCG style to it. However there's two different ways of winning. You can either wipe out your opponent(s) through combat or by collecting X amount of resources. You collect resources by drawing cards and all players draw 1 card each turn.
A player can build up to be an attacker to destroy his or her opponent(s) and/or build up to be better at collecting resource and/or build up to be better at defending and any mix of those three. If you mix then you're sacrificing potency with variety.
I have plenty of different strategies on the combat system on how to win however I don't have much for drawing for resources. I want it to be balanced between all directions a player chooses to win.
I know there isn't much to drawing cards however I took a mechanic from MTG which (in my game) is an ability you can pay for and it allows you to draw 2 cards and choose 1 and put the other one on the bottom of the deck.
I want to know if there's any good ideas on how to draw cards by technicalities. The best one I could find was the draw 2 put 1 back mechanic. I don't want it to be over powered for players who choose not to go in resource collecting direction. However I do want a player to have to "strategize" on collecting resources if he chose to go in that direction.
So basically all players will have a subtle advance to winning by collecting resources. A player can sacrifice some resources for having better offense, defense, and/or resource collecting but right now it is a lot more expensive to go offensive than it is to collect resources which means Collecting resources can be easily over powering.
To the best of what I told you, can you guys think of anything?
Thank you.
P.S. Just simply drawing multiple cards I'm trying to avoid.
Wow. That was an amazing list. That's exactly the kind of mechanics I've been looking for.
Thank you very much.
The more ideas the better.