Does this building/resource system sound intuitive for a cozy tactical card game?
Hey everyone! I’m working on an early prototype for a cozy tactical card game called Hearth & Hollow.
The idea is: players are building and defending a tiny woodland village before winter arrives. I’m trying to make it feel cozy in theme, but still tactical in gameplay.
The core loop is a little RTS-inspired:
Players build Production Buildings first. These generate resources over time. Then players use those resources to build other types of Buildings, like:
* Military Buildings — unlock Critters/defenders
* Support Buildings — give utility or village bonuses
* Medical/Repair Buildings — heal, repair, or protect things
* Other village structures that help push toward victory
The five main resource identities are:
Acorn — food, stockpiles, village growth
Root — foundations, tunnels, sturdy structures
Pebble — tools, walls, roads, construction
Light — tricks, movement, misdirection, slowing opponents
Sap — healing, repairs, regrowth, support
Right now, I’m trying to figure out whether this sounds clear before I go deeper into card layout and visuals.
My main question:
Does separating Production Buildings from other Building types sound intuitive for a card game, or does it feel like too much to track?
I’d also love feedback on:
- Whether the five resource identities are easy to understand
- Whether “Buildings unlock/support Critters” makes sense
- Whether this sounds cozy but still tactical
- Any red flags you see before I keep building the system
This is still early, so I’m not looking for hype — mostly honest design feedback. Thank you!
Posted Jun 27, 2026, 7:39 AM UTC