I figured I post a *Blog entry* to update my status on my Deck-Building game entitled "Tradewars - Homeworld".
A first prototype was designed and very quickly it came to be that this prototype was unplayable because there were too many cards. The total amount of cards was a whooping 158!
So I sat up one night trying to see what could be done to reduce the number of cards and still have an entertaining game. The conclusion I came to was to use BOTH sides of the card: one side was resources and the other was starship models, crews, weaponry and missions.
We abandoned the idea of using a *Code wheel* to *trade* resources at different values (with a market trend). Instead players now must choose which cards to use as money (quickSilver - qS) and which to put into play.
Now the game has been reduced to 70 cards (very reasonable with a maximum player's deck of 60 cards)!
My game also has currently 6 roles:
-Monarch: draw +2 cards
-Chancellor: preview 1 upgrade card
-Fleet Admiral: command up to 4 starships
-Captain: command 1 starship and draw +1 card
-Officer: bypass an upgrade without purchasing it
-Soldier: sabotage an opponent's upgrade
-Engineer: recycle up to 2 cards in your hand
There are 4 distinct scenarios (end game) for re-playability:
-Tradewars: Accumulate 1,500 qS
-Spacewars: Be the last one standing
-Days of Glory: Be the first player to build 5 cultural achievements
-The Derelict: Destroy an alien starship (Cooperative or solitaire game play)
I'm still working on the Beta prototype (70 card version)... Hopefully I will get to playtest the game by the weekend!