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 Post subject: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 3:45 pm 
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So I was wiling away valuable company time when I stumbled upon this. A Game of Thrones by George R.R. Martin is an intriguing story. And they also have a LCG (Living Card Game) a different breed of CCG and TCG.

A short version below shows that each expansion is fixed, with no rares and uncommons, just commons.

Here's the description link http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=10&esem=1

Quote:
LCG: A Player's Guide

Fantasy Flight Games is premiering a new game format this August: the Living Card Game (LCG).

What is an LCG?

A Living Card Game (LCG) is a game that breaks away from the traditional Collectible Card Game (CCG) model by offering a new fixed card distribution method that still offers the same dynamic customizable, expanding, and constantly evolving game play that makes CCG’s so much fun, but without the blind buy purchase model that has burned out so many players. The end result is an innovative mix that gives you the best of both worlds!

The LCG format is distributed in two phases:

The first phase is the release of a LCG Core Set. Every LCG will have an amazing, high quality and widely available entry point packed with content, including high-quality game pieces and immersive game aides to enhance the game. Core Sets are completely self-contained, with multiple decks included, providing a great game experience right out of the box.

The Core Sets are followed by monthly installments of expansion packs, each a set of forty fixed cards, providing an ongoing and regular addition to the available card pool. These expansion packs add customization, variety, and an ongoing “story” to everyone’s experience with the Core Game.

The LCG format will be outstanding for players in many ways:

The value of the game compared to the traditional CCG is exceptional. Instead of the hundreds and hundreds of dollars spent each quarter on the boosters required to keep a competitive cardpool, ten dollars a month will get a player at least one copy of every card, and thirty dollars a month will provide an entire tournament playset of cards.

The constantly expanding cardpool provides more frequent additions to your cardpool, with the potential of new decktypes and strategies to explore in every release. Instead of waiting four months for new cards to play with, you have the excitement of getting new cards for your decks every month.

Exciting organized play programs are available for all LCGs, with online support and content, and fun surprises for players, keeping the game fun and interesting. These programs will include everything from year round league play, with prize support offered for winners and participants to high level tournament play featuring regional, national, and world championship level events.

LCGs have no rare chasing to worry about, insuring that games are determined by a player’s deck building skills and play strategies, rather than by who spent the most money in pursuit of those hard to find ultra rare chase cards. The fixed format insures that every player has equal access to any card he or she would need to build a deck.

The non-random format makes it simple to play multiple LCGs without breaking the bank, dramatically increasing the chance to find opponents that play the same game you do.


Raf
-more to come

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 3:46 pm 
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Here's a review of the game, from someone who played L5R

Quote:
I was roped into buying a starter for yet another CCG while in the WotC outlet buying something entirely different. The last thing I want is another CCG to waste money on. So I was a little surprised to find the game simple enough to not hurt my head (unlike L5R) and enjoyable enough to make me keep playing (unlike Harry Potter).

So here's my first take on it.

1. Disclaimer
This is based on games played with two starter decks, the Stark and the Lannister decks. We don't have the cards to do any customization of our decks, so really this is a review of AGoT, Out Of The Box.

2. Aesthetics
The cards look and feel very much like L5R cards. They're colorful, with the three different Houses color coded for easy recognition. They are not as confusing at first glance as the L5R cards, though; there are typically only 2 numbers on a given card, and their locations make it easy to figure out their meanings from context.

Most of the art is pleasant; I can't make any claims as to how well it represents the characters from the series, as I don't remember enough of the series to be any sort of authority. Some of the art is bad, but none of it is as bad as the Justin Hampton M:TG art, so that's a plus. The text is generally readable, something that isn't clear from the PDFs at the publisher's website.

The bad news is that they've chosen icons to represent some basic game concepts -- the three types of attack and the three families. These icons are *hard* to parse. Maybe I just need more light in my playing area, but it's difficult to distinguish them at a glance. Also, the House icons don't match the House banners in the upper right hand corners of the cards. I kept looking at the unidentifiable blob on the cards, and eventually had to scan the rules for a similar blob to verify that it was, in fact, a 'wolf head' representing House Stark. I feel that it would have been just as easy to use the names of the Houses in the text of the cards.

Also, the card backs, while nice, are identical for Plot and House cards. These cards are never mixed in play, so there's no reason to have the same backs, and making them different would (like L5R) make it easier to seperate them out for play. I can understand that this would be more expensive to print, though, and might throw off their rarity scale, as the Plot cards seem to share rarity with the rest of the cards.

3. Basic Gameplay
During the course of the game, you are attempting to accumulate 15 Power points, and seize the throne. Power points can be accumulated by winning battles unopposed, by winning Power challenges, and by having untapped (not 'kneeling') characters at the end of each turn.

During a turn, you choose a Plot card simultaneously with your opponent. This card dictates your short-term strategy, in that it defines, for that turn, the resources you have available for card purchases, the amount of damage your attacks will do, and which player will get to act first. Plot cards can also have special effects, such as allowing you to draw additional cards, or allowing additional attacks, or destroying active character cards.

In our first game, we didn't realize you *choose* your plot cards each turn, and just drew them randomly. This was No Fun. Choosing your plot cards, and even customizing your stack of 7 Plot Cards available in that game, makes the game a whole lot more interesting. My girlfriend put the 'Wildfire Assault' card in, which kills off all but 3 of everyone's characters, and then promptly brought out a huge army of characters. Then she was faced with a choice: play the Wildfire plot now, and eat the huge loss and get it over with, or keep putting it off until it became unavoidable (until it was the last Plot card she had available) and potentially critically sabotage her endgame effort.

After that, you draw two cards. There is no hand size limit in the game, that we can see. This is nice, in that it lets you conserve resources for as long as possible, and there is never a penalty of card loss for playing a lot of 'draw more' cards. There's an inherent gameplay limitation on hand size, though, in the form of Intrigue attacks; more on that in a second.

You then 'marshal' your resources, playing locations which have a variety of effects that generally make it easier to bring new cards in, and playing Characters, who are the tools you'll use to launch attacks on your enemy. There may be a style of gameplay that works without Characters, like M:TG creature-less decks, but I can't imagine it, and the cards we have certainly don't support it.

Characters are rated in Cost and Strength; the Cost is subtracted from your income for that turn, as determined by your Plot card, and by any locations you have out that increase income. To enforce deck themes, it's cheaper to bring out Characters of your own House -- substantially cheaper. Strength seems to be rated from 2 to 5; higher and lower may exist but we haven't seen them.

Characters also have symbols showing the kinds of attacks and defenses they can participate in: Military, Intrigue, and Power. The more of these a Character has, the better; we haven't seen any with all three, although there are cards that can modify a Character to have all three.

Once you're done Marshalling, you move on to Challenges. The person whose Plot card has the highest Initiative score gets to choose who goes first. I generally found that letting the other person go first was a good strategy; my girlfriend, playing an Intrigue-heavy deck, preferred to go first in hopes of sabotaging my plans through hand destruction.

In the Challenges phase, you get the chance to make one of each kind of attack. You kneel the characters you're attacking with, and then the other player kneels the characters he or she is defending with, and their total Strengths are compared to determine the winner. This has no effect on the actual characters involved -- no-one is necessarily 'damaged' by participation in a challenge.

The interesting part about the Challenges is the three types, and their effects. First of all, you have decisions to make as to which characters to assign to which challenges -- if, for instance, Catelyn Stark is out, she can participate in either an Intrigue or a Power challenge, and can defend against either of those. I tend to play CCGs in 'turtle' mode, trying to build a seamless defense, and often would hold back cards with access to multiple types of challenge so that I could be as flexible as possible in responding to attacks.

The effects of Challenges vary by type. Winning a Military challenge causes your opponent to choose and kill one of their characters. Much like the series of books, Military challenges are suddenly and horrifically fatal. Even if you come very close to a successful defense, you *still* lose a character. It's extremely brutal. And 'Dead' means just that -- the character is *gone* from the game, in a special discard pile. If it was a Unique character, of which there are many, you can't even bring another copy of that character into the game. If you're holding a second copy in your hand, it becomes a dead and worthless card.

Winning an Intrigue challenge forces your opponent to randomly discard a card from their hand. Playing mostly against an Intrigue-heavy deck, I found that clearing important or useful cards out of my hand as quickly as possible was the only way to avoid being overrun by Intrigue attacks.

Winning a Power challenge allows you to take a Power counter from your opponent. Since Power counters are the way in which you win games, being able to at the least defend against Power attacks is critical for a successful deck. In the games I won, I won because she didn't have anyone that could defend against Power in play.

When you win a challenge unopposed -- which means your opponent didn't have any appropriate defenders, or didn't use them, or had their defenders' Strengths reduced to zero by another card -- you gain a point of Power. This seemed to be the primary source of Power income for our games.

After Challenges, you total up the Strength of any character that's not Kneeling. Whoever has the higher total wins the Dominance phase, and gains a point of Power. This is often important, but generally that point of power gets passed around during the next turn's Power phase, so a high Dominance turtle deck might be a viable construction strategy, but doesn't seem to be from our initial games. There are also locations which contribute to Dominance victories, and one that my girlfriend put into play ('The Iron Throne') which simply causes you to always win Dominance. Dominance really seems to exist to ensure that Power attacks have targets.

4. Analysis
The good parts of the game: Choosing Plot cards each turn allows you to very precisely manage your resource flow. Imagine it as being able to choose, each turn, how many M:TG lands you'd have in play, with various tradeoffs of more-lands-equals-less-flexibility. This means that you're rarely sitting on a hand of cards you can't use. Card flow is fast and the draw phase almost never leaves you swearing at your stupid shuffle.

The three types of attacks and defenses are fun, adding a level of complexity to an otherwise straightforward, almost Pokemon-simple combat. You often have weaknesses that are not immediately obvious, and you are forced to defend yourself on many levels, while probing for subtle weaknesses in your opponent's defenses.

The game's length seems about right. I initially thought that playing to 15 Power would be dull, and planned to up that number to 20, but a few games later, I think 15 is about right. It takes roughly 7 turns to get there, which is the time it takes your entire deck of Plot cards to recycle, so you can't really count on multiple uses of your 'good' Plot cards. It's far enough out, though, that it's pretty much impossible to blitz your opponent in a one or two turn win.

The flow of victory conditions seems fairly even. You generally know a turn in advance when someone is going to win, and at least with the cards we have, it's almost impossible to stop someone on the way to victory, but unlike the games of L5R I played, it doesn't feel like the winner is decided in the first turn. Extremely wide-ranging Plot cards seem to have the ability to turn the game around completely, and getting that one Character out who can do it all can really save the day suddenly.

The bad parts of the game: The Characters are your *only* tools for winning the game. There are 'Event' cards which act like Instants in M:TG, but they tend to only affect your characters, or your opponent's characters. Unfortunately, Characters are extremely fragile. In the game my gf played against a friend just now, as I was writing this, she completely wiped out her opponent's Characters in the first two turns. And the rules preventing you from bringing a Unique Character back into the game after they've died mean that a lot of your deck can suddenly turn to dead weight in a bad series of lost Military challenges and a flurry of nasty Event cards. You can defend your characters, somewhat, by playing duplicate copies of the same card onto them -- this essentially gives them an 'extra life' -- but the risk of having those cards in your deck, and then having them turn to duds when you screw up and lose someone important seems like it might outweigh the benefits of having spares.

There are only three Houses, which seems like it necessarily limits the number of interesting deck designs available. It's not as bad as Netrunner, which was fun for about 3 days before the blandness of possible decks became overwhelming, but I have to wonder how many variations of the 'Stark Deck' or the 'Lannister Deck' are really possible.

Since certain tools are absolutely required -- you *need* Characters, you *need* income-producing Locations -- gameplay is also very similar from game to game. There are few surprises; I enjoyed sneaking a Lannister into my Stark deck, and using a Lannister-only Event card, but I think that was an exception.

The theme enforcement (through increased cost for Characters of another House) means that there are few opportunities for crossover decks. I had a fun white/black deck in M:TG, and white/blue was a powerful combo for a long, long time, but that kind of mixing seems less viable in this game. THe Starter decks contain a lot of House-specific Characters, though, and possibly in the main set of cards available in boosters, there are more non-aligned Characters. I don't know. So far, I've only seen one non-aligned Character.

The rules seem light on specific timing guidelines. Old-school M:TG had way too many timing rules, but once you mastered them, it was simple to resolve any questions during gameplay. Possibly this game's timing rules are comprehensive, but an initial reading didn't tell us who got the first action after I won a Challenge, when we both had Event cards that we wanted to play in response to that -- and hers would have prevented mine from going off. Maybe we just missed it, but a section of the rules *just* for Timing would have been nice.

And, well, the comments I made about the art above also are a negative, though not a major one.

5. Summary
This has so far been a fun game -- fun enough that we're going to go out and buy a few boosters to tinker with deck construction soon. That's really the best endorsement I can give it: we're willing to blow more money on it.

Will you like it? It seems to be heavily inspired by L5R, so if you found L5R compelling, you might want to give this a try. And if you didn't like L5R because it was too arbitrarily complex, you might want to give this a try, as well. If you're a fan of Martin's series, you should definitely pick up a starter, just for the fun of sifting through the cards. If you're not so sure about Yet Another CCG, this is very playable with a $10 starter deck; we're on our 7th game of the evening. The three-attack-types mechanic is interesting and original enough that I'm still running through attack and defense plans in my head, and will at least prevent you from thinking, "Oh god, I'm playing another M:TG clone" -- that being what I thought when I played the Harry Potter game, for instance.

But if you hate CCGs, or you hate Martin, don't bother. There's nothing here that will change your life, and the art isn't ground-shakingly good.

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 4:43 pm 
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Good Lord, they also have Call of Cthulhu!
Here's the website:

http://www.fantasyflightgames.com/edge_minisite.asp?eidm=11&enmi=Call%20of%20Cthulhu%20LCG

Calling Master Mark! Here's the review:



Quote:
Wednesday, July 13, 2005
Call of Cthulhu CCG Review

HP Lovecraft, despite never achieving recognition or widespread acclaim for his work during his brief lifetime, is arguably more popular than ever in the 21st Century. It's not surprising that in an age of shadowy terror and fear of the unknown that Lovecraft's fiction would prove to endure. His influence can be felt in works from the likes of Stephen King, Brian Lumley and Ramsey Campbell (all of whom have, I believe, written unofficial stories that can be tied into Lovecraft's Mythos), as well as in both the Hellboy comic books and movie (the cosmic gods - the Ogdru Jahad - are obviously modelled on the Great Old Ones of the Mythos) and, bizarrely, in Terry Pratchett's Discworld novels (the ichor god Bel Shamharoth is a parody of Cthulhu).

Lovecraft's short stories are readily available in different collections from numerous publishers - often with useful and informative annotations - various video games are currently in production that take the Cthulhu Mythos as their inspiration, the Call of Cthulhu pencil & paper RPG is widely available, a new version of the classic '80's board game Arkham Horror has just been released, and with the Call of Cthulhu CCG we have the second CCG based on the works of Lovecraft (Mythos was the first). I'm not sure what he'd make of the cuddly Cthulhu toys or Cthulhu slippers though...

But I digress. The Call of Cthulhu CCG is an attempt at marrying the dark and terrifying world of the Mythos to the world of the CCG, and for the most part is very successful. Players either use preconstructed decks (the Premium Starter Set is highly recommended as this contains totally fixed decks that are balanced for play against one another, whereas individual 'Investigator' or 'Mythos' Starters contain a certain amount of random cards, which makes them awkward to use for new players) or create their own from the hundreds of cards already available by buying booster packs. A deck of fifty cards is the minimum required when constructing a deck, but there is no maximum. The object of the game is to win stories by pitting your characters against those of your opponent. Once a player has won three stories, they win the game.

Players each begin with three Domain cards, which they attach resources to in order to pay for cards to enter play. With the starting hand of eight cards, three are used as resources (one per domain). A particularly interesting mechanic of the game is that each card doubles as a resource by placing it upside down on a domain with the faction icon displayed. This avoids what Magic players seem to call 'Mana screwage', but as the only CCG i'm familiar with other than Call of Cthulhu is Pokemon, I liken it to not having enough 'Energy' cards in your hand at any time. In any case, it's the same principle - basically having each card double as a resource means that as long as your deck isn't totally ineptly constructed, you will always be able to place a resource in order to pay for cards to be put into play.

Each turn, players first refresh any exhausted characters (exhausted characters are placed sideways - readied characters are face up in an upright position) and restore one insane character of their choice (insane characters are placed sideways, face down), as well as 'untapping' any domains that have been drained (domains are drained in order to pay to put cards into play - a counter is used to show which domains are drained and which are still able to be used). After the refresh phase, the active player draws two cards. The resource phase follows this - in which a player can choose to attach one card to a domain as a resource. The operations phase follows this, in which characters and support cards can be brought into play.

The story phase then follows. During the story phase, the active player chooses to commit (or not!) characters to any of the three story cards currently in play, in an attempt to win success tokens at those stories. Once a player has five success tokens at any story, he wins that card and can execute the powerful effect of the card (but this effect must be carried out by BOTH players). As soon as a character is committed to a story, it is exhausted. The opponent must then choose which stories he wants to defend and commits characters accordingly. Once each player has committed their characters, the 'struggles' are resolved on the story cards, in the order on the cards. First up is Terror - players add up the total of all the Terror icons their characters have - the loser must choose a character to go insane. Next is Combat - fairly obviously, combat icons are compared here - with the loser choosing a character to wound (most characters can only take one wound before being killed, with dead characters being relegated to the shame of the discard pile!). The Arcane struggle follows, with the winner of this struggle being able to instantly ready any one character committed to that story. Investigation is the final icon struggle, with the winner of this struggle gaining one success token. There then follows a skill success check - each player adds up the total skill of all their committed characters - the active player wins a success token at that story if he wins the skill check, and the defender succeeding merely stops the active player gaining the token. Once all three stories have been resolved in this manner, characters are uncommitted (but still exhausted where applicable) and play passes to the next player.

Call of Cthulhu is easy to learn and plays relatively quickly - for my first game with a deck I constructed, the game lasted just thirty minutes or so. Even without first hand knowledge of the Cthulhu Mythos, it is still an enjoyable game. My only opponent so far has been my girlfriend, who has never read Lovecraft but who nonetheless greatly enjoys playing. Over several games, we seem to have one a roughly equal number of times (she tends to favour a deck that leans towards the Investigators, whereas I go for more Mythos based decks) - which has made it seem to us that it is a very well balanced game even with the ridiculous amount of cards available (for the record, I have been beaten with a deck containing Agency/Miskatonic University cards when my deck contained Cthulhu himself as well as several powerful Cthulhu servitors).

The theme is beautifully interwoven - the Mythos characters really do seem overwhelming at times - it's quite satisfying (even as a Mythos player!) to see the humans triumph against such seemingly impossible odds. It's worth noting that factions can be mixed and matched any way the player chooses when constructing a deck (thus creating hybrid decks containing professors, cops and monsters for example!) but in order to keep the theme together to a certain extent, some characters are Heroic or Villainous...and one will not work with the other (if a Villainous card is in play on your side, a Heroic one cannot be brought into play, and vice versa).

The Call of Cthulhu CCG is brilliantly illustrated - the cards have a great 1920's 'period' feel to them, with lavish painted illustrations on each one. These illustrations perfectly capture the feel of Lovecraft's chaotic universe, and for such a large set of cards the paintings are for the most part consistently brilliant. I can think of one, maybe two illustrations that struck me as slightly indistinct or unimpressive, with the rest being great across the board. Fantasy Flight should be immensely proud of themselves for assembling such an obviously talented roster of artists, all of whom seem to be firing on all cylinders. I guess Lovecraft's Mythos is incredibly inspiring to the artists involved!

Having not had much experience with CCGs except with Pokemon (which I adore, coming from a background in video gaming both personally and professionally), I can't honestly compare Call of Cthulhu with other CCGs. What I will say is that the mechanics of Call of Cthulhu seem to be very elegantly designed and well thought out - the resource card mechanic in particular really stands out as being a particularly superb piece of design. The story cards, with the icon struggles they bring, are also fantastic - adding action and tension at every turn.

In short, I think that Call of Cthulhu is a superb game. Even given any reservations you may have about CCGs and the bottomless pit of spending that they seem to incur, Call of Cthulhu is well worth checking out - the Premium Starter Set plays very well out of the box, with a balanced pair of decks representing six of the seven factions available - and at a very reasonable price (the excellently designed decks contained within this set means that buying Booster Packs isn't the necessity that it is for other CCGs). The fun gained from buying extra boosters and finding Ancient Ones such as Cthulhu in them can't be underestimated though...neither can the enjoyment of creating a deck, as any CCG player will attest to. Also worth noting is the fact that rare cards don't seem to be the all powerful beasts that they can be in other games - many common cards in Call of Cthulhu are pretty powerful, so there seems to be less of a problem with players paying their way to victory with this game.

Due to the excellently interwoven theme, great mechanics and excellent graphic design, as well as fast paced gameplay and the availability of the Premium Starter Set, Cthulhu comes highly recommended both for fans of the Mythos and those gamers who have never even glanced at a Lovecraft story or a pair of Cthulhu slippers.

Summary

Presentation: One of the most consistently well illustrated CCGs I have ever seen. Brilliantly atmospheric artwork, perfectly evocative of both theme and the time period it is set in. Stunning. 9.8/10

Clarity of Rules: A fairly complex game is explained clearly and with enough examples to make learning the game very easy indeed. A few timing issues do crop up - but everything is adequately explained in the rules to avoid much confusion. 8.9/10

Game Length: Usually no more than around 90 minutes, with many tense situations every step of the way. Very addictive! 9.3/10

Value: The Premium Starter decks are two fixed and very well balanced decks (including rare cards) for a reasonable price. Single Starters are not as good, given that some random cards are included. 7.8/10

Overall: For Mythos fans, this is a no-brainer. For CCG fans, this is a total breath of fresh air - with some unique and interesting mechanics and a superbly tense experience, this is not to be missed. Anyone yet to try either Lovecraft or CCGs should start with a Premium Call of Cthulhu Starter Deck - I can't recommend this game highly enough. 9.8/10 (not an average)

Review by Jason M. Brown

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 5:11 pm 
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Hmm, a very interesting CCG master Raf. Genuinely intriguing. The price package seems too good to be true. IF it were possible to push another CCG in Iloilo other than Magic and L5R, this would be IT. (Let's fact it, only Magic and Pokemon seems to be the only CCG in most player's mind, and thankfully, Pokemon's gone the way of the dodo). Price is usually the first barrier in penetrating the gamer market.

Hehehe, i said "penetrating".

The second would be Stock, then Mechanics (or Gameplay), then Story. Well, for me, Story comes FIRST, and though the Mechanic and the Price seems very reachable, i'm really not that aware of the Game of Thrones Universe. They should have templated the Mechanics and lay them over another familiar proprietary literary universe.

Like Twilight.

MWAHAHAHA!

Then i shall make Bella "kneel", that idiotic dumb bee-yotchee.

Still, off the top, i find this game very, very, very promising.

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 5:15 pm 
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Good greif! They have Cthulu??? Sign me up!

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 8:40 pm 
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yeah i got some starters of the starks and baratheons but had no one to play with--fun novel series

for an alternate card game, I can (and will in the future) conduct vtes demos with free decks, just need to find the time to organize cards and make decks

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 9:44 pm 
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where can we get samples for testing?

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 10:49 pm 
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stinkycat wrote:
yeah i got some starters of the starks and baratheons but had no one to play with--fun novel series

for an alternate card game, I can (and will in the future) conduct vtes demos with free decks, just need to find the time to organize cards and make decks


Master Yohan, i already gots me a Brujah deck from the old Jyhad series. Hope they're still compatible with the VT:S. I'm very rusty with VTS. Let's wait for a third player...game really shines with 3player games, right?

Master Raf, the Cthulu game is very, very promising what with a low price range. Sign me in if you wanna order. Master Mark and Louie, it's insanity rolling time, baby!

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Fri Oct 09, 2009 11:18 pm 
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Cthuluuuuuuuuuuuuuuu ftagn!

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THE END BEGINS...

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...the darkness grows as all light dies...
...we crave your hearts and your demise...
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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Sat Oct 10, 2009 10:39 am 
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I have already printed out the demo deck, and right I'm going insane! (figuratively speaking of course). Tried them out, easy to understand rules, with a hint of L5R style (but instead of provinces, you "attack" the story). Very very fun, and what's best at all, it's very cheap!

The Starter set cost at $29 (P1450) and includes 165 cards, 24 tokens, 6 mini Cthulhu figures, boardmap and a rulebook. A very good deal! And with expansion packs coming in at $10 (P500) for 40 fixed cards, this is a very good game to consider next to L5R (for that something different factor ...and something creepy).

I'll hold a demo game tomm at MSIS, hehehe.

Raf
-fails insanity check

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Sat Oct 10, 2009 1:41 pm 
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Quote:
I have already printed out the demo deck


Yay! Lovely proxies!

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Spider Clan • Cavalry • Samurai • Paragon • Good Looking Undead Player • Dark Temptation
THE END BEGINS...

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The Blackest Night falls from the skies...
...the darkness grows as all light dies...
...we crave your hearts and your demise...
...by my Black Hand--the dead shall rise!


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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Sat Oct 10, 2009 2:47 pm 
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Aiyeeee!!! You spoke the unspeakable!!!

Mod, paki ban gani!!!!

Edit:

here's the link to CoC LCG card samples:

http://www.boardgamegeek.com/images/boardgame/40270

Raf
-definitely in Cthulhu mindset

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Last edited by Enderbann on Sat Oct 10, 2009 3:16 pm, edited 1 time in total.

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Sat Oct 10, 2009 3:04 pm 
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Master Raf, the Starter set is just for two player (i.e. two decks or one deck)? Or is it for 1 player lang? Does it include two cups?

mwahahahaha!!!!

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Sat Oct 10, 2009 3:35 pm 
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The starter set is good for two players because it includes all the seven factions and from 165 cards, can build two decks (even three!). Ideally, you build a deck combining two factions (or even three or four, no limit!) but for efficiency, two factions (with a splash of a third) are good enough.

I've seen some decklists and they consist of one, two or even three factions. You could have the cultists team up with Shub Niggurath while Cthulhu joins forces with the Miskatonic University. The box comes with all the factions, and I suggest getting one each, cause kinda kulang IMHO. But if you wish to share, no worries, its the hati-hati part i'm concerned about.

I've tested out the demo deck, and it's really really easy to play. It takes a cunning mind to win the game. You could blitz, but the game is for long term, and there's a story card that destroys all personalites (Fury of the Cthulhu for the win!) and there's demons and what-speaketh-not galore that makes your personalities insane. It's chockful of otherworldly horrors, and it's fun fun fun.

In any case, I like the simple mechanics, hehehe.

But really, I guess the deciding factor on why get the starter is : Four Cthulhu Figures. Yep, check out the link above for the pics, and they are purty indeed!

Raf
-again fails insanity roll

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 Post subject: Re: A new card game you guys might be interested in
PostPosted: Mon Oct 12, 2009 4:12 pm 
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

Oh Yeah! I freaking lost my isanity role brother! Now what you gonna do brother?! What you gonna do when fifty thousand fanatic cultistss run wild on you?! Huh?!

The end is near. We should all contemplate on our incompetence and prepare our selves for the coming of he who sleeps and dreams and waits. . . Cthulhu fhtagn!

We should re-think about starting to use "multi-tentacular" in our everyday speech. It's the last thing we see when the time comes, best be prepared.

That is not dead which can eternal lie.
And with strange aeons even death may die.

These random ramblings mean that I am joining this game. Or does it? Hey! Whay the hell are your hands typing what I think?! Huh? Really? Oh. . .

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