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I was fortunate enough to be able to preview decipher's new .Hack ccg last sunday. Here are some notes and thoughts:
First off, this review is coming from someone who has very little knowledge of the .hack world. If any of this doesn't make sense it is probably because I haven't seen the anime or played much of the ps2 game.
The premise of the game is this: You start the game with nothing in play. Each player draws 4 cards and draws destiny to see who goes first. (More on this later) During your turn you draw, play a card, and if certain cards are played, attack. You may play 1 of the following during your turn:
-PC (player character) These are what you use to defend against monsters. They are cards like BlackRose and Kite. Each PC has a class, level, strength, vitality, and special ability. For example, Kite is a lvl 1 twin blade and when he draws destiny (More on this later) you may draw 2 cards and pick one of the two to use. This represents his ability to strike quickly and increased chances of critical hits. You can only have 3 PCs in play at a time.
-Equipment. PCs can wear EQ to help them win fights with monsters. Each piece of equipment can add to a PCs stats as well as provide a special ability. Weapons and armor have levels that dictate what must be done to play them as well as how strong they are.
-Actions. These play face down on the table. These are cards that represent skills of PCs and monsters that add a bluffing aspect to the game. Some of these cards read something like "Make a blademaster strength + 2 (or str 3 when fighting a lightning element monster)" Face down cards are played during skirmishes.
-Fields. There is a limit to the number of fields that can be in play and I can't remember if it is 1 per player or 1 total. But anyway, these represent the fields that PCs visited in 'the world'. Something like 'Delta hidden passed over holy ground'. These affect monsters that are played and fight while the field is in play.
-Monsters. Monsters, like PCs, have strenth, class, elements and abilities. Monsters can do one of two things. They can attack your opponent or be stored in a portal. Stored monsters stay in the portal until another monster you play allows them to attack. Larger monsters have requirements to play. For example, There was a strong lightning element warrior that could only be played if there were already three lightning element cards in play.
If you play a monster that attacks then you tell your opponent that your monster is attacking as well as any monsters that attack from the portal. Your opponent decides whether or not his PCs will fight with the monsters. If he choses not to then each monster that attacks will be scored and the 'reward' for each monster will take affect. (You win the game by scoring 7 monsters before you opponent and rewards are special abilities that make monsters unique aside from just thier strenth, element, and class) If your opponent decides to skirmish the monsters then a fight ensues. The defending player assigns which PCs will fight which monsters and the attacker assigns leftover monsters to whichever PC he or she chooses. Defending player chooses which skirmish to resolve first. Each player is given an opportunity to play actions and then each player draws destiny. Destiny is a number printed on the top of card which adds the random element to the game. Defending player adds the destiny number the strength of his PC and attacker adds it to the total of all his minions fighting this particular PC. If the total is tied or the monsters win then the attacking player resolves his reward abilities on the monster cards and scores 1 of the monsters. The rest are discarded and the PC that lost is wounded. If the PC wins then the monsters are killed.
-Events. They play from your hand when said so on the card. They are literally events that occur in the world.
That is the basic play of the game, now here is what I thought about it:
The game is sold in starter decks and booster packs. Starter desks are preconstructed so you can play just by buying 1 deck. They come in BlackRose and Kite styles. Booster packs are 15 or so cards and are random. The base set is something like 125 - 150 cards if memory serves. I personally like the small base set because it lowers the value of the very popular cards. In the lord of the rings card game, the base sets are 300+ cards. 75% of the rares are valued between $1.50 and $4.00 while the popular cards pass $10.00 easily.
Foils look awesome. Decipher has always done this well. Foil (short for holofoil) is an extra rare version of each card in the set. Shiny hologram style stuff is inlaid into each card. Each starter deck comes with 4 preset foils. BlackRose and Kite are 2 of such cards.
The learning curve is very small. I don't think I have picked up a card game so quickly in my entire life. Our first game took nearly 40 minutes between reading the rule book and reading the cards. After that each match was under 15 minutes. It is definitely a good game to get into if you've never played a CCG before.
Overall I can say that it wont take over the place in my heart for Lord of the Rings or Magic but it will most likely have a home. Heck, this game got me to buy the .hack//Infection.
I live in the San Antonio area and would be happy to demo the game for anyone interested. PM me if you want to hook up for a game.
-The Ranger of the North.
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