I have spent a tremendous amount of time in the last month working on this game and I already have a working prototype and a solo playtest in the bag. From the solo playtest, I have a good idea of what I want to change/improve for the first 2p test.
Working name "Legendaria"
Players are transported to a world where all of the famous legends and legendary items (such as Excalibur and the Poseidon's Trident - I currently have 21 different Legends) really do exist and have vast amounts of power and mythical qualities. Each player takes the role of a team of adventurers who must venture forth to seek out these legends, secure them, and yield their power. But players must travail across all types of difficult terrain and face encounters (in the forms of creatures and traps) who stand in the way of their goal. To be better prepared for these "quests", players equip themselves with various weapons, transports, accessories and hirelings at the village outpost (the deck-building portion of the game).
There are a few things that set my design apart from other deck-builders:
1) Being able to equip cards for permanent effects every round.
2) Requirement to discard a card with a travel symbol for each terrain traversed in a quest (simulates your adventurers losing stamina).
3) The addition of dice to determine battle effects versus just comparing numbers. 1d6 has 2 blanks, 3 (+1 attack), and 1 (+2 attack) to provide some variation but not too much.
I am really trying to keep this as simple as possible so an 8 year old can understand it while still offering some tough decisions (I obviously don't want the game to play itself).
After the solo playtest, I needed to find a new way for the encounters to show up as the way I had it was too confusing. Hopefully, the new way I have in mind will improve things.
So far so good, I'll report back when I have a 2nd playtest.