In order to add more decision making to Clash of Empires, I am considering a card-driven variant. Throughout the game, players will create a deck of cards and play them to influence their pieces on the board.
The mechanics have been influenced by the following games.
Rules changes for deckbuilding variant.
Setup
- Each player draws 5 copper and 5 ruin cards.
Game turn
- Do one of the following.
- Play an action card.
- Take a basic action defined by the basic Clash of Empires rules.
- Play money cards and buy a card. Purchased
cards go into your discard pile. - Remove a ruins card from your hand.
- Discard cards and draw 5 more.
Scoring
- No scoring from region bonuses.
Card list
- Ruins: Gained every time you take a territory.
- Cleanup $4: Return all ruin cards from hand.
- Copper $0: Gain $1
- Silver $3 : Gain $2
- Gold $6: Gain $3.
- Quick move $2: Move any number of troops from one territory to another territory up to 2 regions away.
- Teleport: Move any number of troops from one territory to any other territory you own, or an enemy territory adjacent to one of yours.
- Surprise attack $3: Same as basic move except that you may remove 1 enemy troop from a territory that you are attacking.
- Mass attack :$6 Same as basic move, but remove 2 enemy troops before resolving combat.
- Teleport $5: Move you troops from one territory to any territory on the board.
- Deploy $4: Gain +2 troops directly onto your board.
- Mass recruit $6: Gain +3 troops in any territory.
- Parade $5: Gain +1 VP.
- Crystal ball $4: Take a basic action and draw two cards.