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Strategies on drawing cards

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JollyJoel
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Joined: 09/27/2013

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.

baberahamlincoln
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Joined: 08/28/2012
Some Ideas

Card that allows players to search their deck for a single card (either pre-announced, limited in type, or just any card)
Sacrifice one or more cards in play to draw from / search deck
Counters on a card in player that allow certain actions (such as draw cards) to be taken by spending those tokens. Tokens could be recharged somehow.
A unit or other permanent that allows you to draw extra cards when you destroy enemy units
Something that allows you to draw one card, if it is type X, discard, if it is type Y, keep / play
Draw one card, destroy (remove from game) the next card
Units that instead of attacking, can allow you to draw more cards

Target opponents deck - reveal a card, if it is type X, destroy, type Y, bring into play

JollyJoel
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Joined: 09/27/2013
O.O

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.

baberahamlincoln
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Joined: 08/28/2012
Options

Some cards that allowed players to choose to either add to resources or contribute to combat, either on a one time basis or an ongoing basis, may help with players who want some options in the game. EDIT - Or combat cards that help with resource strategies, or resource cards that help with combat strategies.

Not sure what your theme is, but if there was a third win condition (such as culture / expansion) that was different from just money / resources or military / power, might add the potential for more strategies. If you've ever played Sid Meier's Civ series - something like that. Players have a some more different options about how they want to pursue victory.

RGaffney
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Joined: 09/26/2011
Don't forget the "play the

Don't forget the "play the last card added to the discard pile" mechanic

JollyJoel
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Joined: 09/27/2013
Some more

Here's a couple more mechanics. It is a board game but everyone draws from the same deck. That deck has items in it. Each item tells you to draw another card because I want all players to draw a resource. So anything that isn't a resource tells you to draw another card (so you'd draw cards until you got a resource). Right now these "items" that players can draw are only for combat.

I can have things on the board that represent things like I was going to have a "Refinery". Something a player can have on the board that can be destroyed that would represent some tactics for obtaining resources.

The theme is Science Fiction all within a space ship. Mine has similar attributes to Space Hulk but there's also collecting resources obviously lol.

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