qx wrote:Inertial behavior
Idea is with bigger cards-on-table power, player has more problems with playing new cards.
It's a bit tricky, cause we want the game to be cheap to play, so small deck is a good thing. But at the same time card is the only real value in the game - that is a core resource, that may be turned into "fuel" or "power", into a resource card or into whatever card it happens to be.
Problem is twofold: we want factions that are consisting of many weak units and factions that are made with power in mind. This excludes counting cards, as well as casualties directly to balance the resource system.
Solutions
For each played card with the cost of X or more, discard a card from your resource pile
For each played creature card with the cost of Y or more, discard another creature card from your table
Thought about mailing you, but I try to make a habit of keeping discussions here, so they are nicely archived and others will have use of them.
You can solve what you want - "Idea is with bigger cards-on-table power, player has more problems with playing new cards." - by setting a cap on how much is allowed on table. Say that each card has an "Army Point" and that players aren't allowed to have an army that is larger than 20 Points at any given time. That way you really do have to think what you stuff on the table... Personally I think it's a problematic solution though since it requires constant (re)counting.
I'd suggest a mod to your idea instead: Let the card from the RP bounce back to top of deck.