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The art and format look great. I hope this game does very well. FFG looks to be boasting the best display at Gen Con this year.
"Sometimes your whole life boils down to one insane move."
"Do not argue with an idiot. He will drag you down to his level and beat you with experience."
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Be sure to post any info you find and card details for those of us unlucky enough to not be going.
For card search, deckbuilder, articles,podcasts visit: Card Game DB
Played it, it's awesome. I honestly do not have spoilers because today was hectic, but I'll try to get some pics tomorrow to share. I'll field questions while I play CoC Worlds tomorrow, so feel free to ask.
Chevee
Intentionally Without Signature
anything...just anything at all would be nice.
The anatomy of the cards for one?
...Now get to FIGHTIN!!!
Maybe few words about gameplay and card distribiution in Core Set?
Is it all 3x or 1x?
how many cards from 216 are used in game to deck building?
Without signature
3x The One Ring would ruin things a bit for me
. Actually, being an Meccg oldie, I liked that a Unique card was Unique, could only have 1 in deck, whereas the LCGs allow 3x in deck, but only one in play per person. Still, both players having The One Ring in play would equally suck monkey balls.
A dirty mind is its own reward.
Okay, honestly, my first question to the dude in blue was, "how many base sets do I need to buy to get a full playset." The dude's obivious no-clue answer was, "we have not determined that yet." What!? How is it possible that the game is "on the boat" and you have no clue how many copies of the cards are in it?
Okay. Gameplay stuff:
Players take simultaneous turns with one being the Active player, which passes back and forth.
Players are battling a "Quest" deck which is really 3 cards that get progressively harder to beat (have more "hit-points"). Each turn, you flip 1 card per player from the Shadow deck which could be a creature (which blocks for the quest deck), a location (which blocks for the quest deck), or some events which can be really nasty. The tricky part is that the Quest phase and Combat phase are separate events and use separate hero abilities, so I'll describe the hero,s a bit:
In the upper left box of the hero cards there are three stats. The crossed axes is attack, the shield is defence, and the sun is your -I do't remember what it is called- attack on quests.
Before you flip shadow cards you must choose which characters are going on the quest. They exhaust to do this, so they are not available for combat after the quest phase. After you commit, you flip shadow cards. So the shadow may flip more blockers or not. Add up your suns, add up the shadows block, deal any extra suns as "damage" to the quest.
Monsters in the center jump out and attack. They attack first, you chose a blocker and must exhaust to block. If you have anyone left un-exhausted after blocking, you may exhaust to attack back.
That's basically it. Repeat until you die or win. Of course, the demo decks were tuned in the players favor, but I don't think the real game will be.
Also, unique is unique. Players cannot have the same characters in play.
Chevee
Intentionally Without Signature
Thank you very much for the info.
Is there some "theme" in the game, some sort of visible story/questline or is it all "random" ?
Is the art of all cards as good as we can see on the FF-site ?
It sounds very easy, do you think it will be harder to beat the quests with the complete set ?
PS: I like the "unique"-rule.
Without signature
That's basically it. Repeat until you die or win. Of course, the demo decks were tuned in the players favor, but I don't think the real game will be.
Also, unique is unique. Players cannot have the same characters in play.
Chevee
Is there region/site movement or usage a of a map to travel across middle earth like MECCG?
Do you have allies/factions like middle earth ccg?
Is there items you can equip/use?
Are there none battle quests?
Is there corruption like MECCG? (carrying to many items ie being greedy makes you succeptable to Sauron's evil)
Random_Person said:
Okay, honestly, my first question to the dude in blue was, "how many base sets do I need to buy to get a full playset." The dude's obivious no-clue answer was, "we have not determined that yet." What!? How is it possible that the game is "on the boat" and you have no clue how many copies of the cards are in it?
I don't think the game has even seen a boat yet. Looking at the Upcoming tab from the top of the page, LotR isn't even listed in there yet.
A dirty mind is its own reward.
The quests have story written on them. You read one side, then flip, read the rest and do whatever it says. It may give bonuses to things, or put more shadow cards in play or whatever. The demo quest was a travel through Mirkwood. So, there were tons of spiders and such.
There is a "travel" in which locations that come out on a quest, you may travel too. Instead of being a blocker for hte quest, they add hit points to the quest. You may assign damage as you like, so you can chose to kill the location first. The ones I saw did nothing other than block. Really, you must exhaust a hero to travel to the site and you move it up towards the quest stack to signify it is no longer blocking.
The artwork is just as awesome as you've seen.
I did not see any "items" but that does not mean they don't exist. Given the theme, I'm certain they do because there were "attachments" that were themed as blessings or spells.
There is "Thread Level" in this game that is similar to corruption I guess. You start with 3 Heroes and your threat level is the total of their cost (upper right I think.) You gain 1 threat per turn and can play things to reduce or increase threat based on their power. Monsters attack whomever has the highest threat and also will not attack unless a player has threat equal to or greater than the monsters threat (upper right again, I think)
Yes there are allies and factions. Factions mean nothing by themselves, you can combine whatever you want, but there are cards that may only be played on factions. The resourcing of the game is based on your heroes. Each hero generates 1 resource per turn of their "Sphere of Influence." You get to keep leftovers, so the pool builds up. To pay for a card, it's entire cost must be paid with the appropriate sphere's resources.
Chevee
Intentionally Without Signature
Cool that sounds more like MECCG but faster. I am definitly interested!
(No, I will not let go of my MECCG cards either. You can play that one solo as well!)
:p
I'm curious how it will work with extra packs. Will you just add them to the threat deck or do you have to build the threat deck, and if the latter how do you stop yourself from putting easy to beat threats in?
Looking for Call of Cthulhu and Arkham Horror players in Cambridgeshire, UK.
The_Big_Show said:
I'm curious how it will work with extra packs. Will you just add them to the threat deck or do you have to build the threat deck, and if the latter how do you stop yourself from putting easy to beat threats in?
MAybe it will depend on if you like rushing your threat deck o enjoy challenges. I should wait for the complete rule text about deck building thought.
Federation of Sol.
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