Hello I was very enjoying the linear scale campaign. However for bigger strategies challenge I explored and read for months different campaign system, they all gather common feature which is over complexity mechanism, so I lurking over boardgames. And then come the idea of card driven game. Let me explain my idea. The game is played over a graphic map. Player have a number of settlements/provinces.(they can be lost and conquered) Each winter player are allowed to draw the amount of card that province can provide. Then they keep a number égal to season. 3 or 6 or 9 depends. Card indication are simple they all can be played as "supply point" ie mooves or reinforce. Or can be played as event. So each card have 2 value, supply or event. Event can be omen, forced March, ambush, flanking,barbaric plunder party, extra ally, diseases etc... half of thoses events must be advantage into a DBA battle. Rules to play the event are written on card. No need to learn pages. And fun is kept. Siege are dba2.2 campaign rule. I publicly share thinking so if you want to join the brainstorm you are more than welcome.
Hello, I made some progress and ideas , and designed how the card can look and how it may be used.
i repeat myself but This cards has two options. 1-The supply point, left up corner in Roman numbers. This supply point indicates how much movement or recruitment you can spend with this card before discard it.
Otherwise, 2-The card comes with an event and this event can be played instead of the supply point .
So here are 3 examples. You may notice a card can have a different "value". This creates tension over strategic choices.
My idea is to produce a simple core rules and then use the cards to produces strategic and historic specificity and simplicity