2 Player Deck-building Game Loop Felt Bland
I'm in the early stages of playtesting. My game is a deck-builder for 2 players where each player try to achieve victory the quickest from 3 shared victory tracks. Each victory track is shared as such increasing your position decreases the opponent. The game has 3 main types of cards each corresponding to each track but also to some mechanics. Like Deck A for Victory Track A usually contains Deck Manipulation effects (Draw, Discard, etc.). Deck B for VIctory track B usually contains Sabotage effects. Same goes for Deck C and anotther set of mechanics. Each deck also has cards with like +2 Track A -1 Track B. The buying system is similar to Dune Imperium where cards you don't play in your turn have a reveal value.
After 3 playtests with my partner and a friend we found that it got monotone quick, as when our decks were settled it just became who can "puzzle" it out better or drew better.
Looking for advice as to what i can add or improve the core game loop?