>>96403836
>>96404029
>>96404084
AAAAAAA I'M FEELING INSPIRED
Each player is the captain of a ship. They each command a crew of scavengers, salvagers, or pirates to compete against each other to pick clean a treasure filled "debris field" in deep space.
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. Maybe in addition to the cards in their deck, they have a "ship" card that represents their main vessel, and maybe a "captain" card that represents the captain, each having abilities that help tie the rest of the deck together and maybe start in play.
Most cards (but probably not all) require some payment to play. Treasure is both the win condition, but also the resource that must be used to pay for playing powerful cards. In the center of the play area, multiple stacks of treasure cards are placed, representing the debris field that the players are fighting over. Each stack contains some amount of copies of a particular treasure type. The exact amount of copies probably scales with the amount of players in the game. During a player's turn, they can choose to get one treasure from any stack for free, but otherwise want to try to use their cards to get more. I like the idea that however attacking and damage works, players can "attack" the debris field to get treasure based on the amount of damage they do, like blowing apart asteroids and stuff. Maybe some weapons are better for attacking the debris field than other ships, like mining lasers or something. Maybe some cards are better at getting a specific treasure type than others.
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