What are good mechanics for implementing a "dungeon crawl" game in card form? I've been toying with some mechanics but my current design is far too similar to Dungeoneer :/.
I want to do a redesign of Doom: TBG for added portability and wish to keep the custom dice, but I can't figure a clean way to handle the larger rooms and encounters with lots of monsters.
No, what I mean is "What mechanics could be useful to eliminate the need for a board (using cards for it), while retaining the basic tactical feel of the game?".
Most dungeon crawls use large modular map boards, with lots of tiles and miniatures. Usually dice are involved for resolving combat/events or ranged attacks. In this particular game (Doom: TBG) range and LOS are important elements that are handled by the dice rolls. What I want to do is to do away with the boards (for greater portability) while retaining the core tactical elements of positioning.
In other words, I want ideas for making a generic system (either for this particular redesign project or for other games of a similar genre), that eliminates or greatly reduces the need for massive boards.