Thanks for the redirection, it was indeed a little neglected. I do believe there was some valuable insight in the ruleset that had been described in that Google sheet and I like some of the concepts in the basic game posted here as well.
I am on the same page that using a basic 52-card deck would be a bit difficult but there are plenty of print-play games that map back to a 52-card deck for accessibility after development.
The basic game hits many good points including:
- health and defense for each unit
- placement being key to the strategy
But it lacks some complexity that would add to the representation:
- ability to maneuver units
- ability to withdraw effectively saving a unit from defeat but loving it in the current skirmish
- terrain? I was thinking something akin to "memoir 44"
To keep the required material limited we can use only the cards and identify specific abilities/interactions for each unit. The most basic version, according to Adolon, was flat face. So we should start by working that out before moving to "modern" Rosharan variants that include things like bridges and half shards.
To that point, my proposed roster (to be tested, no stats or abilities noted) would look something like:
1x shardbearer (high value, high stat, loses effectiveness when alone)
2x shard support (swordsmen squad, specializing in supporting shards)
2x swordsmen squad (higher attack but less defense, benefits from protected flanks)
3x spear squads(high defense unit, reinforces neighbors)
1x archer (middling damage but susceptible to attack at melee)
2x cavalry (maneuverable, high attack, low defense, susceptible to spear Frontline)
1x general (support unit, stats rely on terrain and ally units, provides benefits to ally units)
1x tower (FOB) (immobile range unit, key to winning outright)
Obviously numbers for stats and specific abilities aren't noted but that would need tested. I also kept the number of units limited in order to facilitate use of the standard deck but these numbers could be changed. (Could also double the effective number of units by essentially mapping each army to red vs black. But keeping it to the standard deck size is not strictly needed.)
What's the thoughts?