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What are the best CCGs ever made?
- ChristopherMD
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- Road Warrior
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I heard the first booster contained a lot of useless commons.There is no "C" in "Dominion"
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I'll second Doomtown, Jyhad, and 7th Sea as great games. Shadowfist is also fun.
Others I'd recommend:
Warlord - still alive in a 4th edition. You can pick up large lots of cards from the earlier editions for dirt cheap (and they are fully compatible with the new stuff, it's just a reset to a new base set). Totally a quick D&D fix. You have your warlord and a bunch of other dudes in his little warband arranged in a pyramid formation, weaker guys in front. Guys are brought in to play in the row equal to their level, and you always have to have at least as many guys in the row in front. Tap your guys to change ranks attack or use abilities. Your deck consists of more guys for your warband, weapons, abilities, spells, etc. Your guys have attack values, AC, level, special abilities, HP, etc. and you roll a d20 to attack. Does a nice job of creating (mages hang back and cast spells from the back ranks, fighters gear up and hit the front, rogues sneak into enemy formations, etc.) It's probably my favorite CCG.
Warhammer Warcry (Fantasy)
Another game that does a nice job of scratching the fantasy minis itch. Fight three battles, set amount of gold to spend on cards at the beginning of each battle. Arrange your troops into two ranks: archers and artillery can attack over a rank (usually your back to their front), flyers can attack over two ranks. Cavalry and Flyers can block slower attacking troops. Alternate picking an attacker and defender, play cards as special abilities and flip the top card (cards have dice rolls on them) to add to your attack value, loser dies, winner taps. Winner can press on if loser fails moral check. Victory determined by VP total on surviving cards. Lots of fun and great art on the cards. This game is why I will be able to resist the new FFG Warhammer LCG. Not sure how often it turns up on eBay, but should be fairly inexpensive.
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- MAGIC: THE GATHERING. This game is just dynamite. Unlike, say, MYTHOS where one strategy can prevail almost without exception, in MTG you realy can design -your- deck to mess with the -opponents- play. There's no "solitaire" aspect to the game--you need to win and you do that by touching their stuff--their life points, their library. Hmm, I guess there are some solitaire decks (Stasis, Battle of Wits?) but even these require interaction, because the "engines" there tend to be fragile, and thus mucked up by the opponent. Oh, and a note: PLAY FOR ANTE. Try it, it will blow your fucking mind.
- MYTHOS. Mentioned elsewhere--if you houserule it enough to really encourage story competitions--this game rocks cocks.
- UFS. Unsung so far! I have the Penny Arcade set and got some of the Street Fighter 2 and Soul Calibur starters--this game is pretty fun. Kind of like volleyball, but with Yoga Fire and Sofatitia.
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Steve"CCGdabbler"Avery
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The problem I have with the SWCCG game is that unless you have a bunch of the rare name characters, you are just playing with a bunch of scrubs no one has heard of.
That's true. The game's big flaw was the rarity scheme; you needed to really get into the game to get the most out of it. If you did get into it, though, it was so good.
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Almalik wrote:
The problem I have with the SWCCG game is that unless you have a bunch of the rare name characters, you are just playing with a bunch of scrubs no one has heard of.
That's true. The game's big flaw was the rarity scheme; you needed to really get into the game to get the most out of it. If you did get into it, though, it was so good.
The rarity (which they later fixed) and the massive amount of rules were the game's two main drawbacks. Well, that and apparently the Empire would crumble if Han, Chewie, Leia, Luke, and Obi-Wan all ganged up and beat the shit out of one lonely Stormtrooper.
However, despite this...that game was fukcin GOOD. Never got into another tourney scene with quite the fervor that I did SWCCG for several years.
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Aarontu wrote:
Almalik wrote:
The problem I have with the SWCCG game is that unless you have a bunch of the rare name characters, you are just playing with a bunch of scrubs no one has heard of.
That's true. The game's big flaw was the rarity scheme; you needed to really get into the game to get the most out of it. If you did get into it, though, it was so good.
The rarity (which they later fixed) and the massive amount of rules were the game's two main drawbacks. Well, that and apparently the Empire would crumble if Han, Chewie, Leia, Luke, and Obi-Wan all ganged up and beat the shit out of one lonely Stormtrooper.
However, despite this...that game was fukcin GOOD. Never got into another tourney scene with quite the fervor that I did SWCCG for several years.
Yeah, they did fix it later with the Premium packs with a main in each one, and then later with the Endor/DS2 preconstructed decks with mains in them. The fix came a bit late, though.
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- metalface13
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- metalface13
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#2 Magic
#3 Shadowrun
#4 Middle-Earth
#5 Star Wars
I think that's all the CCGs I've extensively played.
I think Pokemon was my favorite CCG. The rules were light, the games quick, and I was into the Pokemon Gameboy games at the time.
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It is incredible that Magic: the Gathering, Netrunner and Jyhad were all designed by Richard Garfield. They are three of the most different CCGs out there and three of the best.
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What I particularly want to stress is that Magic has sooooooooooooo many ways to play.
- Preconstructed decks, which you can pick up for like $3 a pop (old ones, not the latest set), let you play with your friends without everybody spending money.
- Similarly, if you pick up a playset (4 each) of commons from Shards of Alara, Shadowmoor, or Lorwyn, which will set you a max of $15 on eBay including shipping, will give you a DOZEN or more preconstructed decks:
www.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/ftl/10 (and do a search for "House of Commons Shadowmoor/Lorwyn" for the other two)
- THE CUBE. People who've quit Magic: look this up, it might get you back in. The idea of the cube is that it is the absolute most powerful Magic cards of all time, no filler. And then: you make random 15 packs out of it and draft them. So you get the fun of a draft (which all Magic players love, I think), as well as the fun of playing with insane power.
The other game I love is DREAMBLADE; I'd write more but I'm at an internet cafe halfway across the world and should really do something other than check out F:AT.
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2. Doomtown: Similar to Star Wars in a lot of ways (spatial set-up, dual usage of cards for play and chance) but different in so many others. Lots of goofy stuff and a great game for deck building.
3. Middle-Earth: A beautiful game and a lot different from other CCGs in that there is little direct conflict. I've never gotten into this game as much as I would like to, but I've got the whole set of preconstructed decks, which are probably the easiest and best way to play the game. Most of this game's flaws arise out of a desire to be true to Tolkien's setting without merely recreating the stories in the books (although you can do that too!).
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