« Last post by gwago on July 25, 2016, 09:50:45 PM »
After giving this a bit more thought I've found a system that would seem to work pretty well. Keep in mind that all names are arbitrary, and I would welcome any and all input on them.
This system is a bit more complex than sit-down-and-play games like Magic, but I think it's fairly straightforward once you get used to it. My priority here was to duplicate Star Trek-style starship battles; that meant paying close attention to deckbuilding in order to avoid building the ship during battle (which didn't quite make sense), and incorporating all the technobabble and having the ability to do actions like "Transfer all power to X!". This system seems to be a good way to accomplish this.
So, each player has two decks:
The Ship deck is comprised of Outer Hull, Inner Deck, and Crew cards. This deck has specific building rules based on the class of ship selected: a larger cruiser for example might require 20 Outer Hull, 10 Inner Deck, 5 Crew, and at least 4 thrusters, while a smaller scout might need less of these cards. As you can see, a certain amount of attention needs to be attributed to deckbuilding.
The Command deck is composed of Tactics, Direct Orders and Standing Orders.
The turn breakdown is:
In the Maneuvering phase, players flip the top five cards of their Ship decks face down in front of them. Any Inner Deck or Crew cards are moved to the player's Core (in-play area) and replaced, until that player has five Outer Hull cards in front of him/her.
This represents the side of the player's ship that is facing the opponent. Helmsmen and navigator crew cards can alter these results.
Afterwards, a player assigns Power tokens to these cards. Each player has three tokens to distribute per turn. Cards that do not have tokens on them are considered inactive.
In this phase, players draw three cards from their Command deck. Players can take (one? two?) Orders in this phase: this means playing Direct Orders, which have an effect and are discarded, Standing Orders, which are permanent and played to the Core, or any other abilities that require the use of an Order (usually on Crew cards).
This phase begins by each player placing a Tactic card from their hand face down in front of them. These cards dictate the ship's actions for the turn, and provide combat buffs and other effects. They can also provide evasion to dodge the attack. Both player's Tactic cards are revealed at the same time. In order to encourage their use, their effect would be fairly powerful and crucial, so as to get a standard of 2:1 Tactics to Orders ratio in the Tactics deck. This could all change in playtesting.
Whatever is left in the hand is of no further use and is discarded.
Players then add up their powered weapons on the table with whatever bonus their Tactic gives them, and compares that to the opponent's total Hull Integrity on the table (a stat on all Outer Hull cards).
I'm not too sure what applying damage looks like yet, but the Star Trek CCG had the Tactics card double as a damage marker with specific negative effects which I've always wanted to include. Discarding from the top of your deck is also an option, having a player lose when they're out of cards. Damage could also target specific components to have those taken out of play, having a certain threshold of cards that can be removed before a player loses.
So that's where I'm at. I realize the dual deck format isn't as popular as a single deck you can just shuffle and play with, but I think it's the only way to provide the results and flavour I'm looking for.
Thanks for reading! I'd appreciate any feedback anyone may have!