Design Tips: (Diary) Numbers Solve Design Problems

So I'm designing a "dicebuilder" game inspired by Splendor and Century. It also involves a lot of cards. This particular game involves five different dice colours and four different factions, each of which aligns to a colour. Cool.

I set out on a quest to make this dice game interesting and decided to make a bunch of cards that let you exchange dice [among other effects]. The idea was this:
- make generic cards that helped you gain dice.
- make faction-specific cards that did neat effects with your dice.

Both types of cards are placed in a pile, then the top six are laid out on a trade row a la deckbuilders. This means players will see six out of ~100 cards at a time.
I was wrong to think it'd be that easy.

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