Novelty's Novelties

Novelty, from the Old French word Novelt, meaning new.

Monday, October 25, 2004

-+@ Radical Mutation @+-

What are some of the worst ideas for CCGs? Let's see...

That 70s show CCG: This is the game where you play one of the following people - the momma's boy, the hot redhead, the rich spoilt kid, the antidisestablismentarianist, the minority kid from some undisclosed Latin American country and the pretty white boy. Your goal is to earn money to buy crack and smoke in circles and to get laid. You lose if you get someone pregnant.

Zieg Heil TCG: This is the game where you have to kiss up to some funny Austrian with a mustache (no, not Schwarzeneggar) in the hopes that you achieve glory for the fatherland. You strive to improve "living space" by dominating your neighbours and rounding up millions of your own citizens to be placed in concentration camps. You win when you get to dominate the world, or when your opponent kills your Austrian. The Base Set, Heil can be quickly followed by the Anschluss, Auschwitz, U-boat and then Wehrmaht expansions.

Barbie ECG: This is a game where the cards are pink and everything else is a shade of pink. You start the game with one anatomically incorrect figurine (or figure) with boobs (or pecs) that are proportionally way too big. To win, you not only have to clothe her (I don't think the "him"s would be too popular) in the shortest of time, but you have to get everything to match, her hair properly done, complete with accessories... and everything has got to match. Matching stuff though, shouldn't be too difficult since everything is a shade of pink.

Karma Sutra! CCG: In this game, you attempt to be the first person to match up the correct position of the "male" card to the "female" card. You only need to have one matching pair to win the game. The catch? Each deck must have at least 100 cards of each type.

TV Soap TCG: There's no point in this game. The only object of this game is to play as many cards as you can, make lots of relationships, then confuse your opponent by trying to get them to keep up with all the plots and sub-plots and everything else. Fun to play if you are stuck on a desert island for the rest of your life.

And on to serious business...

I updated ... well, nothing today. But I did do an info quiz on the forums for new players who might want more infomation about the engine. Most of it is really quick tips on how to use the engine more effectively, and how to get the answers for oneself without bothering an admin. As one of the global charity slogan says "Give them fish and they'll eat for a day. Teach them how to fish and they'll eat everyday."

Tweaked my Dwarf deck a bit today - got two good comments from some of the online players - apparently, I'm being true to my name and have been creating a novelty for my opponents as they don't really know what to expect from my decks. No, I don't follow any common formulas... or at least I try to stay away from them. I added Gandalf to my Dwarf deck, for example, because in Shadows only he and the Shire cards can remove burdens... and Gandalf ends up to be more cost effective than a 5 twilight Bombadil.

The other thing though is that people are surprised that I have so much skill in the game, and when they ask for prior CCG experience, they are always surprised that they've never heard of the games I mention - Wildstorms, Magi-Nation, Bablyon 5. See, energy management isn't all that different from twilight management and once one masters energy management in MND, well, it's even easier to master twilight management. Skirmishes in LotR are so so so so so much more simpler than the WS combat phase, and both have the important similarity that the order that things are resolved is important. And what do you learn from Babylon 5? Always have answers to everything - sounds sort of impossible, but nevertheless, I've got a hobbit deck that does almost that - and never start something unless you have the upper hand in it... which sort of summarises up B5 rather well. I guess one of the hardest lesson I had to learn playing CCGs was the idea of "Sacrifice" - i.e. killing off someone to get to a better position in the game, and the suicidal Cald decks of flip kills did that rather well. That's a bit harder to do in LotR, but basically, there are some benefits of having less companions - it creates a choke effect, particularly early game, and it deprives deck that are made to deal with huge fellowships the required number of companions to "spot".

OK, off the soapbox I come. I notice I haven't got comments for a long time now. If anyone has any comments, please feel free to let me know about them - you can click on the comments link below.

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