Nice idea! I think the gold mine triggers many battles which in turn give more rewards is a little imbalanced. Spreading out the mines create a series of trivial battles and the global rewards stack up. Probably have a limit on number of encounters per loop, where the number of monsters may group up to stack the risks will be more balanced.
good point! i have a few options that we are discussing
- switch to an XP-based system: so you don't get 1 tile per battle (will help, not solve the issue)
- gold mines aren't cards, but appear on the loop periodically
- limit max battles per loop: nice fallback
The easiest fix is doing option 1 and 3 to provide some top-end balancing, but there will always be an issue with gold mines rng influencing your run significantly.
Any other ideas?