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Card-based currency mechanic

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Joined: 12/31/1969

I am working on a new card based resource mechanic for a game, and I was wondering what people would think of it and it's complexity.

The game has cards which are used for battling as brought up by Altivolus the game is too simple so Brkyovian said I should maybe make the cards play more of a role in the game.

The game has 2 resources - Metal and Toxic Waste. Cards would also play a bigger role by being introduced by resources.

The idea is this: When a resource is brought back to your Base Tile, different colored cards would be added to your hand. Metal would add black cards, and Toxic Waste would add red cards. The cards would be currency. When buying units you would look at the 2 costs (Toxic Waste, and Metal) total up both, and pay.

Example: Red Player decides to buy 1 Mech - Costing 4 Metal, and 2 Toxic Waste; and 1 Cyborg - Costing 2 Metal, and 3 Toxic Waste; You now total both up:

There is a total of 6 Metal, so you pay a black card either worth 6, or exceeding 6 (7, 8, 9 etc...).

There is a total of 5 Toxic Waste, so you pay a red card worth 5 or exceeding 5 (6, 7, 8 etc...).

The idea I am going for here is somewhat "buying combat." It is meant to add some depth and strategy to the game (Where I can buy units, but will not have those cards when it comes to battling time)

Any observation/impressions?


Hedge-o-Matic's picture
Joined: 07/30/2008
Card-based currency mechanic

Well, my only thought is that this will tend to be a nice balancing mechanic as well, keeping the players from constructing doomsday weapons very often, as doing so will, ironically, make you unable to fight whenever you want, since you'll have to ramp up your card supply once again. This adds an element of judgement into even the building process, and it sound like a good idea to me.

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