Hi Parduz
Ravenloft uses a similar system to the one you suggest (Maybe I should've explained a bit more).
Each player takes control of a 'Hero'. On the player's turn they go thru 3 phases:
Hero Phase - Move & Attack (or Attack then move), or double move. Heroes can also use special abilities if they want. If they kill a monster, they draw a card from the Treasure deck.
Exploration Phase - If the hero is ended their move at the edge of a tile, they can choose a new tile from the tile deck (rather like the system I came up with last year). They must now draw a monster card, and (maybe) an event card (the tile indicates this).
Monster cards are rather cool. As well as the usual sort of stats there is a list of actions that the monster can take. Example:
Kobold Spearman
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1. If the kobold is adjacent to a hero, the kobold attacks with a spear thrust.
2. If the kobold is within 1 tile of a hero, the kobold attacks the closest hero with
a spear throw.
3. If the kobold is more than 1 tile away from a hero, the kobold moves 1 tile towards the closest hero.
There are slightly different stats for each of the attacks.
So kobolds tend to stand off an throw spears at you (they must have an infinite number
Spiders stand off and do web attacks (which cause damage & slow you down)
Wolves like to run in and POUNCE.
Gargoyles jump on the same tile as heroes and simultaneously ATTACK ALL HEROES.
And so on...it's all on the card.
If the hero didn't place a new tile (because he didn't end his move at the edge of a tile) the hero MUST draw an event card.
Event cards can have all sorts of effects (occasionally good ones, sometimes more monsters or occult attacks, sometimes traps). What I was mainly surprised at was the fact that there didn't seem to be any "Nothing Happens" events. That probably makes the game a bit more exciting, but reduces the tension a little bit.
Villain Phase - If the current player has any monster cards in front of them, those monsters activate (in the order he drew them) according to the orders on their cards. If there are more than one creature of that type in play (even if controlled by another player) THEY ALL ACTIVATE!! (We had three wraiths in play at one point - no wonder we lost!).
That's the basic mechanics. Other interesting points to note were:
There were a limited number of 'Healing Surges' in the scenario (2). When I ran out of hit points, I automatically received a surge which gave me back a few HPs.
Monsters killed went into a group 'pool'. We could use the accumulated XPs to get rid of traps or events (There was an XP cost for these things but you had to do it as soon as the card came up), and to level up your hero (but this could only happen if the player had just rolled a natural 20 on a d20 as part of normal play).
Phew - that's about it. Drawing Monsters and Events in the same go was a bit of a killer - especially since the bad Events tended to affect everyone, and some of them stayed in play until another permanent event got drawn (we had to draw 2 monster cards and choose the worst one in one scenario).
I think you could streamline the card piles by just having a single pile. Have treasure, monsters & events in one big pile. Why not?
DaveA