Damn, the rules are getting simpler, yet deeper!
Any card playing pros around?
I've run into a little obstacle here. I'm rewriting the rules to fit the new streamlined gameplay and I ran into a little dilemma with a theoretic improvement.
Units use actions ...
So Units can attack other Units. To attack, move, conquer etc you perform an action. When performing an action, you tap your card (turn it 90 degrees) to indicate it has performed an action this turn.
Additionally, Units can defend ...
When being attacked, a unit may use it defence value to limit the incoming damage. So far so good. But, the new rule I want is: If the defending Unit is hit by any subsequent attacks it cannot use it's defense value again and takes full damage.
Problem at hand ...
How do I 'remember' which Units have 'used up' their defence? How is this compatible without interfering with the 'I performed and aciton' tapping?
Forcing the player to remember which units have defended is not acceptable. Is there a practical way? This means there are four states: Used, Used-Defended, Unused, Unused-Defended.
Current considerations ....
I considered flipping the card upside down, but this pretty unpractical if you have damage tokens on it.
I considered an extra token type ... just bad. Really bad.
I considered flipping it right vs flipping it left, but it will be hard to figure out since one player sees it from the opposite side.
I considered making it an action to Defend (with bonuses etc), but that would completely unbalance the game and I would have to reset all values. This is probably my last resort.
I even considered diagonals, but now I am just getting desperate.
Is it really important?
How important is it? Pretty important. Sometimes big battles become stalled because one defending Unit has been boosted with defence and is thus impervious. So sure, I could go without it, but it feels soooo close ... damn you physical limitations!
A digital card game I found while searching for answers: Wagic - card game