opgjoh<p>Most TCGs have some "grouping" of cards, seperating gameplay styles (think colors in Magic, or classes in many digital games)<br>I'm experimenting with an "Affinity" system to handle that in my game:<br>If your character is bad at the type of magic your card represents, it becomes more expensive. Here, the character played excels at Element-based Magic, so this Physics-based spell is difficult and therefore incurs a +2 cost penalty <a href="https://mastodon.gamedev.place/tags/madewithgodot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>madewithgodot</span></a> <a href="https://mastodon.gamedev.place/tags/screenshotsaturday" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>screenshotsaturday</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/cardgames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>cardgames</span></a></p>