>>96404757
>>96404768
>>96404775
Well now, you really did a wonderful job! I like where you're running with this. Shocked no one's asked about it sooner. If it's alright, I've got some questions so I'll just pick out a few points.
>Each player is the captain of a ship.
One ship or is there room for multiple smaller craft?
>Each player builds a deck of some amount of cards. Card types are stuff like crew members, ship parts (probably more types within that, like weapons, utility, propulsion, whatever), generic action cards, maybe smaller support vessels.
Ah, okay, so smaller support vessels are called in by the captain (you) aboard one special ship. Yeah that sounds about right.
>and maybe a "captain" card
You have the possibility of your captain needing to shove off in a getaway craft should things get heated. Imagine a clutch moment where the ship finally gets shot down, bloody hard fought battle, but you deftly escaped only to then finish the victory condition and steal the game? It's a very adventurous ending. This thing is feeling quite pulp fuctiony already.
>Treasure is both the win condition, but also the resource that must be used to pay for playing powerful cards.
Okay interesting, I see where you could go with this
> In the center of the play area, multiple stacks of treasure cards are placed, representing the debris field
That's interesting, you think the resources could be separate decks that everyone has access to? So it's like a mad dash to get your first few stacks of treasure, you play cards that are then brought into the game from warp or paying off the crew members.
>Most cards (but probably not all)
I guess then certain key cards wouldn't really be treasure costed more like an essential action economy to play them out. A basic crew, propulsion, vital subsystems for your ship. You're drawing into those core cards only to play them out quickly while hanging on tight to your treasure hungry machinery for a pivotal moment in the game.