I want a card combat trading wrassling game, or a board game pretty bad.
Especially if you could work all kinds of matches like 2v2, 6 man, etc
Different type of matches is something I'd look in to. I went to bed last night with the idea of how the managers could be play a role. Sadly, it's easier to build up ideas than it is to do the math to get them all to work together.
I'm currently debating if Momentum Pools replenish to a base value each turn, or if I want players to manage their Momentum. So say turn 1 you start with 8 Momentum, and only use the Punch Card (requires 1 Momentum to use) and end their turn.
Turn 2 they would start with 7 Momentum carried over from Turn 1 + whatever Momentum they gained from the successful punch attack + Momentum gained from their Charisma modifier.
In my mind this would allow for some strategy, but I feel like it'd get abused too and wouldn't 'feel' like wrestling. Users just skipping turns building momentum without attacking. I think to combat that this higher damage/high risk moves might need a modifier on them that makes them more difficult to hit on opponents who still have a lot of health.
Still in the early stages, I've only really been thinking about this since the start of the year!