The Importance of Tabletop

Today, I am going to write a rousing article today about the importance of tabletop gaming. I could simply tell you that nothing beats a night of gaming with your friends and family. That’s more than enough of an argument. No elaboration needed. But what kind of fun would that be? Let me take you on a trip down memory lane…

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When I was young, I was admittedly a video game junkie. I spent my days holed up in my room with my controller in hand and snacks nearby. Loud digital noises assailed my ears, bright pixels assaulted my eyes. And life was good. It was a solitary one though.

Jump ahead to high school, where I picked up Magic the Gathering. I found that there was a certain magic (forgive the pun) that came from spending my time in the school foyer playing with other social outcasts. (Magic was very much a niche thing back then.) It  was the gateway to a lifetime of tabletop experiences.

In college a certain little anime known as Dragonball Z was a big deal. This was the Toonami era. Students of all kinds stuffed themselves into lounges to watch the next exciting installment, and we usually hung around to talk about it afterwards. So, you can imagine my excitement when I visited a local game store down the street from campus, and found that they had a Dragonball Z role-playing game! I had never run an RPG before, but I figured that it would be time to learn. We got a group together and had a blast. And that was it. Tabletop gaming was now a passion rather than a hobby.

I still take time to play, as often as I can. Every week, my friends and I get together, head out to fill our bellies with local Kent cuisine, (Have you ever had a slice of Ramella’s pizza?) and we settle in for a night of gaming. We typically cycle through Dungeons and Dragons one week, and Scion the next, with a smattering of board games for good measure. It’s the thing I look forward to the most every week.

Why? Because there’s something just flat out magical about tabletop gaming, something you just can’t get from a video game or anything else. A group of people playing a board game aren’t just playing, they’re in a battle of wits. Resources are bought and sold, territories are conquered, and deals are made. It brings out our ruthless sides, as well as our benevolent sides. We eliminate our rivals, or we work together to defeat a malicious threat.

Togetherness is the point.  It’s all about being there, in the moment with your hearty band of adventurers. It’s about looking around the table and wondering which of your friends is going to go turncoat and knock you out of the game. It’s about an experience you just can’t get with a headset and an Xbox live account.

As long as there are people who want to play together, to have fun together, and maybe throw down some dice (together!), there will always be a place in the world for tabletop games.

Revisiting the Land of Equestria

We originally wrote this article way back when, but with MLP Store Championships coming to GG next month, we thought we’d go back and shine a light on this game. We’re going to be devoting our saturdays here at the store to playing it, so learn while you can, then come in and get your pony on! 

Yeah, you heard me. The My Little Pony Collectable Card Game, by Enterplay, is totally worth playing. No joke. And before you go into a whole “Aren’t Ponies for kids?” rant, it’s best to point out that this game is a bit more complex than most kids can grasp. That being said, let’s talk about ponies for a moment!

 

The goal in My Little Pony is simple: To solve problems. Problems score you points, and points win you the game. That’s it. It’s not about casting spells and murdering your opponent, but about good old fashioned elbow grease and friendship. The game contains a variety of cards to help you in that goal:

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MANE CHARACTER CARDS

The heart of your deck, you’ll choose a Mane character card to build your deck around. In this case, we have Rainbow Dash. She’s a blue (Loyalty) Card, as shown by her card frame. That number in the upper right shows how strong she is and what she contributes to solving a problem. (1 blue)  The home limit shows that you can only have a certain number of cards in your home area. In this case, 3. You’ll also note it has an ability that turns the card over!

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Here’s what she looks like on the other side of the card. She’s even stronger, and picks up a bigger Home Limit, and gains a new set of powers! All of the Mane character cards work like this, and there’s one for each of the show’s Mane six ponies.

But it’s not enough to just have one pony to solve a problem, that’s where friend cards come into play!

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Fiddly Faddle here is what is known as a friend card. See? It says so on her card! What you may notice is that she’s white (Generosity) instead of the blue that Rainbow Dash is. That’s because there’s six different colors in the game. You may also notice she has the same number setup in the upper right, determining her power. (2 white) Which goes into solving problems. But what you may also notice is she has a set of numbers on her left middle border! The first number says “Cost” and shows a 2 in a circle. This means you need to pay 2 action tokens to play her. The second number is a box that shows 2 white. What this means is that to play her, you also need to have ponies/friends in play that have a total power of 2 white or more to be able to play her! (So say you somehow had another pony with a power of 2 white, or multiple ponies whose powers equaled that much or more together, you would be good to go!)

Friends can be played at either player’s problem, or at home. Ponies that are at problems can attempt to solve them if they meet the requirements, or you can keep them home and move them when you need to. Up to you.

So we talk a lot about problems. But what the heck is a problem?

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Oh Noes! Wet mane!

THIS is a problem. The meat of the game. The way you win. Aside from your deck, you build a 10 card problem deck. You can have no more than 2 of any problem in the deck. At the start of the game you’ll pick a problem card that says “Starting Problem” In it’s text, and put it face up on your problem deck. (The card pictured would be a valid choice) And then, you attempt to solve the problem by moving Mane characters and friends to that problem. You’ll notice there’s a set of icons and numbers in the bottom middle, these are the requirements for solving the problem. In this case, you need 1 blue worth of power, and 1 blue of a color that ISN’T blue to solve this problem. You play or move friends to problems to solve them. You can play a friend card to it, or multiple, or you can move them to it. (we’ll discuss moving in a moment.) Once you have friends/mane characters that equal or exceed the requirement, you solve it and score a point! If you’re the first to solve it, you score the listed bonus points! Every turn you have the required power there, you keep scoring a point!

How the heck would you be the first to solve it you may ask? Well look at that upside down number in the upper middle of the card. That side faces your opponent, and tells him he can solve that problem for a cost as well, in this case it’s 4 total power of any color/colors. So if he gets friends over there that meet those criteria, he/she can solve it and earn the point. If you get to the point where you can BOTH solve that problem, and you both have the required horsepower (haha) there, you’ll engage in a faceoff to determine the winner! A faceoff is simple enough to do, you just both add up your total strength at that problem, and flip a card from the top of your deck, and add that card’s strength (again, in the upper right) to your total. Then after everything is done, you put the problem on the bottom of your problem deck and flip over the next one in line.

Of course, Mane Characters, Problems, and Friends aren’t the only cards in the game. There are three very important cards we haven’t discussed yet!

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Every problem is easily solved with pastry

This is a resource card! Resources are cards you can play to give various boosts, and do a variety of different things. You play them wherever they tell you to do so, and the text will tell you HOW to use them. They have costs, just like friend cards. In this case it’s 2 action tokens to play, but you need to have 3 pink (laughter) worth of strength on the field to play it. That number on the upper right? That’s how much the card contributes to faceoffs. (The card’s strength) As you can see, this one is high, and that’s why this card is good. There are various types of resources, but they all do a good job of telling you how to use them.

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Next up are Event cards! Like Resource cards, Events usually tell you when and how you can play them. The difference is that Events go to your discard pile after use, while resources usually stick around unless they have an ability that removes them. You’ll see the same card anatomy here that you typically do on other cards, such as cost, card strength, etc.

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Last, but certainly not least, we have Troublemaker cards. These little buggers are played from your hand for 1 action token, and you typically play them at your opponent’s problems (with the exception of another kind of troublemaker card known as a Villain card.)

Troublemakers are played to block your opponents from solving problems, while having effects that disrupt their game plans. Troublemakers chill there until the opponent defeats them in a Troublemaker faceoff, which is pretty much like a regular faceoff. The number in the upper right is the Troublemaker’s strength, and you’ll note the little blue box on the left that notes that if your opponent beats it, they score a point.

So we’ve mentioned the card types, but how do you PLAY the game? Well, I’ll give you a quick rundown:

The game is divided into phases, and I’ll briefly explain each one: 

1.) Ready Phase

Draw a Card

Ready any exhausted cards: If a card effect exhausts a friend, this is when you unexhaust it.

Collect Action Tokens: Action tokens are how you play cards from your hand. At the start of the game, you collect 2 action tokens a turn that you can use to play cards. If you don’t use them, they accumulate over turns, so your next turn, if you didnt use the 2 from last turn, you’ll have 4! As mentioned previously, all cards have their action token costs printed on them, except for Troublemakers, who cost a flat 1.  A special note on action tokens: As the score rises, players receive more action tokens each turn.For instance, when any player reaches 2 points, both players start receiving 3 tokens a turn, regardless of who has the higher score. This goes up to 4 tokens a turn at 6 points, and 5 once a player reaches 11 points!

 

2.) Troublemaker Phase

-Uncover your face-down Troublemakers: When you play a Troublemaker, it enters the field face-down on your opponent’s problem deck. They’ve got a turn to prepare for it, because during your Troublemaker phase, you’ll reveal the Troublemaker! (you only play Troublemakers during your Main Phase though.) So this is when you would flip it face up! If you’ve got Troublemakers blocking your path that your opponent has played, this is when you can challenge them to a Troublemaker faceoff.

 

3.) Main Phase

This is when you can spend those delicious tokens! You can play friends to your home or to either players problem, play resources and other stuff! Here’s what you can do with those tokens!

Pay 1 token to draw a card

Pay 1 to play a Troublemaker face-down at an opponent’s problem (or a villain at any problem)

Pay 2 to move a character: If you have a character at home or a problem, you can pay 2 action tokens to move them to another problem or home. Some characters have abilities that can reduce this though. :p

Pay 2 to ready frightened Friends: Sometimes friends get frightened from card effects. If they do, they get turned face down and are essentially useless until you ready them again.

And of course, pay the costs of any Friend, Resource, or Event to play it during this phase!

4.) Score Phase

-Score 1 point for each problem you confront: Easy enough really. This is the phase where you solve problems and score points!

-Resolve any Faceoffs: This is where you resolve faceoffs, and flip a new problem (If a faceoff occurs)

So that, in a pretty big nutshell, is the MLP card game. There is definitely an emphasis (almost requirement) for you two play at least two colors, which kind of drives the whole “nopony can solve a problem alone” theme the game has going for it. The first run of the game has had a little bit of errata, as some cards were printed WAY too powerful for their own good, but its a solid, well constructed game with a depth of strategy you wouldn’t expect. Some of the rules in the booklet can be a bit vague and foggy, but the internet has a pretty rich community devoted to the game, and can answer any tough rules questions.

Previously, I had made a comment about how Enterplay handles the game, now, as I add onto this feature, they’ve really stepped up their game when it comes to MLP. Excellent tournament support, and a willingness to spread the borders of their game has landed them in a top-notch spot in my book! Go Enterplay! 

Till next time, when 

Friendship is Magic: My Little Pony: A CCG worth playing.

Yeah, you heard me. The My Little Pony Collectable Card Game, by Enterplay, is totally worth playing. No joke. And before you go into a whole “Aren’t Ponies for kids?” rant, it’s best to point out that this game is a bit more complex than most kids can grasp. That being said, let’s talk about ponies for a moment!

 

The goal in My Little Pony is simple: To solve problems. Problems score you points, and points win you the game. That’s it. It’s not about casting spells and murdering your opponent, but about good old fashioned elbow grease and friendship. The game contains a variety of cards to help you in that goal:

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MANE CHARACTER CARDS

The heart of your deck, you’ll choose a Mane character card to build your deck around. In this case, we have Rainbow Dash. She’s a blue (Loyalty) Card, as shown by her card frame. That number in the upper right shows how strong she is and what she contributes to solving a problem. (1 blue)  The home limit shows that you can only have a certain number of cards in your home area. In this case, 3. You’ll also note it has an ability that turns the card over!

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Here’s what she looks like on the other side of the card. She’s even stronger, and picks up a bigger Home Limit, and gains a new set of powers! All of the Mane character cards work like this, and there’s one for each of the show’s Mane six ponies.

But it’s not enough to just have one pony to solve a problem, that’s where friend cards come into play!

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Fiddly Faddle here is what is known as a friend card. See? It says so on her card! What you may notice is that she’s white (Generosity) instead of the blue that Rainbow Dash is. That’s because there’s six different colors in the game. You may also notice she has the same number setup in the upper right, determining her power. (2 white) Which goes into solving problems. But what you may also notice is she has a set of numbers on her left middle border! The first number says “Cost” and shows a 2 in a circle. This means you need to pay 2 action tokens to play her. The second number is a box that shows 2 white. What this means is that to play her, you also need to have ponies/friends in play that have a total power of 2 white or more to be able to play her! (So say you somehow had another pony with a power of 2 white, or multiple ponies whose powers equaled that much or more together, you would be good to go!)

Friends can be played at either player’s problem, or at home. Ponies that are at problems can attempt to solve them if they meet the requirements, or you can keep them home and move them when you need to. Up to you.

So we talk a lot about problems. But what the heck is a problem?

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Oh Noes! Wet mane!

THIS is a problem. The meat of the game. The way you win. Aside from your deck, you build a 10 card problem deck. You can have no more than 2 of any problem in the deck. At the start of the game you’ll pick a problem card that says “Starting Problem” In it’s text, and put it face up on your problem deck. (The card pictured would be a valid choice) And then, you attempt to solve the problem by moving Mane characters and friends to that problem. You’ll notice there’s a set of icons and numbers in the bottom middle, these are the requirements for solving the problem. In this case, you need 1 blue worth of power, and 1 blue of a color that ISN’T blue to solve this problem. You play or move friends to problems to solve them. You can play a friend card to it, or multiple, or you can move them to it. (we’ll discuss moving in a moment.) Once you have friends/mane characters that equal or exceed the requirement, you solve it and score a point! If you’re the first to solve it, you score the listed bonus points! Every turn you have the required power there, you keep scoring a point!

How the heck would you be the first to solve it you may ask? Well look at that upside down number in the upper middle of the card. That side faces your opponent, and tells him he can solve that problem for a cost as well, in this case it’s 4 total power of any color/colors. So if he gets friends over there that meet those criteria, he/she can solve it and earn the point. If you get to the point where you can BOTH solve that problem, and you both have the required horsepower (haha) there, you’ll engage in a faceoff to determine the winner! A faceoff is simple enough to do, you just both add up your total strength at that problem, and flip a card from the top of your deck, and add that card’s strength (again, in the upper right) to your total. Then after everything is done, you put the problem on the bottom of your problem deck and flip over the next one in line.

Of course, Mane Characters, Problems, and Friends aren’t the only cards in the game. There are three very important cards we haven’t discussed yet!

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Every problem is easily solved with pastry

This is a resource card! Resources are cards you can play to give various boosts, and do a variety of different things. You play them wherever they tell you to do so, and the text will tell you HOW to use them. They have costs, just like friend cards. In this case it’s 2 action tokens to play, but you need to have 3 pink (laughter) worth of strength on the field to play it. That number on the upper right? That’s how much the card contributes to faceoffs. (The card’s strength) As you can see, this one is high, and that’s why this card is good. There are various types of resources, but they all do a good job of telling you how to use them.

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Next up are Event cards! Like Resource cards, Events usually tell you when and how you can play them. The difference is that Events go to your discard pile after use, while resources usually stick around unless they have an ability that removes them. You’ll see the same card anatomy here that you typically do on other cards, such as cost, card strength, etc.

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Last, but certainly not least, we have Troublemaker cards. These little buggers are played from your hand for 1 action token, and you typically play them at your opponent’s problems (with the exception of another kind of troublemaker card known as a Villain card.)

Troublemakers are played to block your opponents from solving problems, while having effects that disrupt their game plans. Troublemakers chill there until the opponent defeats them in a Troublemaker faceoff, which is pretty much like a regular faceoff. The number in the upper right is the Troublemaker’s strength, and you’ll note the little blue box on the left that notes that if your opponent beats it, they score a point.

So we’ve mentioned the card types, but how do you PLAY the game? Well, I’ll give you a quick rundown:

The game is divided into phases, and I’ll briefly explain each one: 

1.) Ready Phase

Draw a Card

Ready any exhausted cards: If a card effect exhausts a friend, this is when you unexhaust it.

Collect Action Tokens: Action tokens are how you play cards from your hand. At the start of the game, you collect 2 action tokens a turn that you can use to play cards. If you don’t use them, they accumulate over turns, so your next turn, if you didnt use the 2 from last turn, you’ll have 4! As mentioned previously, all cards have their action token costs printed on them, except for Troublemakers, who cost a flat 1.  A special note on action tokens: As the score rises, players receive more action tokens each turn.For instance, when any player reaches 2 points, both players start receiving 3 tokens a turn, regardless of who has the higher score. This goes up to 4 tokens a turn at 6 points, and 5 once a player reaches 11 points!

 

2.) Troublemaker Phase

-Uncover your face-down Troublemakers: When you play a Troublemaker, it enters the field face-down on your opponent’s problem deck. They’ve got a turn to prepare for it, because during your Troublemaker phase, you’ll reveal the Troublemaker! (you only play Troublemakers during your Main Phase though.) So this is when you would flip it face up! If you’ve got Troublemakers blocking your path that your opponent has played, this is when you can challenge them to a Troublemaker faceoff.

 

3.) Main Phase

This is when you can spend those delicious tokens! You can play friends to your home or to either players problem, play resources and other stuff! Here’s what you can do with those tokens!

Pay 1 token to draw a card

Pay 1 to play a Troublemaker face-down at an opponent’s problem (or a villain at any problem)

Pay 2 to move a character: If you have a character at home or a problem, you can pay 2 action tokens to move them to another problem or home. Some characters have abilities that can reduce this though. :p

Pay 2 to ready frightened Friends: Sometimes friends get frightened from card effects. If they do, they get turned face down and are essentially useless until you ready them again.

And of course, pay the costs of any Friend, Resource, or Event to play it during this phase!

4.) Score Phase

-Score 1 point for each problem you confront: Easy enough really. This is the phase where you solve problems and score points!

-Resolve any Faceoffs: This is where you resolve faceoffs, and flip a new problem (If a faceoff occurs)

So that, in a pretty big nutshell, is the MLP card game. There is definitely an emphasis (almost requirement) for you two play at least two colors, which kind of drives the whole “nopony can solve a problem alone” theme the game has going for it. The first run of the game has had a little bit of errata, as some cards were printed WAY too powerful for their own good, but its a solid, well constructed game with a depth of strategy you wouldn’t expect. Some of the rules in the booklet can be a bit vague and foggy, but the internet has a pretty rich community devoted to the game, and can answer any tough rules questions.

If I have one complaint about the game at all, it’s about Enterplay. They’ve put out a pretty respectable amount of MLP goodies lately, all high quality, but they’re not a game company. But they have developed one hell of a game. I feel that the availability of the game is geared more towards checkout lanes and not Local Game Stores, which is baffling considering a game lives or dies by supporting organized play, which Enterplay seems kind of meh about. It’s up to your local game store to make the game a hit, because they’re not doing anything to offer prize support or promotional tools. But this in no way impacts what is clearly a fun and awesome game that I’m glad to have a chance to play.

Till next time, when we dive into the world of Indie RPGs!

 

 

The Spoils! A Trading Card Game Review

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Today, I’m going to talk about THE SPOILS!  They claim to be “Probably the best TCG ever created,” and they might not be too far off!

The Spoils is a TCG from Arcane Tinmen. It was created a few years ago, essentially disappeared, and came back fairly recently. As far as card games go, it borrows a lot of elements from other card games, but combined with its own unique play-style and hilarious sense of humor, has made it a game that easily stands on its own.

In the Spoils, players play as various factions (known as trades) that are fighting for influence over the world. There are five in all that you can build your decks around;

  • The Bankers are literally fat-cats. Most of them are Mau, affluent cat-people. The Banker play-style is very controlling, with lots of card draw to boot, and many ways to slow your opponent down. Their staple resource card is greed.
  • The Rogues favor speed, having lots of little guys that come out of nowhere and hit first in combat. They also are very fond of sending cards to an opponents graveyard, only to use those cards for their own means later. Their staple resource card is deception.
  • The Gearsmiths are a bunch of eccentric engineers and Elves that use Leetspeak. They can play all sorts of contraptions, such as cool items and huge golems. They can also swarm the board with tiny little robots called “Majigs.”
  • The Arcanists are eccentric wizards and weird tentacled horrors. Their brand of play has a lot of discard effects, and has ways to gimp the opponent’s tactics and play some of their own at the same time. And Tentacled horrors. Can’t forget those.
  • The Warlord faction is all about brute strength. Soldiers, Dragons, and all sorts of other fighters come out swinging, and don’t stop until the opponent is dead. They also have a lot of direct damage tactics.

In the spoils, you build 75 card decks, and each deck contains a faction card. These are unique to the faction you choose to play. They each have their own unique effects that can affect the flow of the game. Each player typically starts the game by drawing 8 cards. You also take two resource cards from your deck and put them into play. This is a unique mechanic that allows you to always have resources when your game starts. Resources play a lot like land cards in Magic the Gathering. You’ll use these to play your characters, items, and tactics. You play these by “attaching” them to your faction card to show you’ve used them.

At the start of each turn, you’ll unattach your resources, and choose to either draw a card, or play a resource. This is another unique mechanic, and makes you really think about your turns carefully. If you choose to play a resource, you’ll take a resource card and play it to the field. If you don’t have a resource card, you can take any card in your hand and play it face down as a generic resource! This also helps ensure you can play whatever you need.  (And if the card has a flip up cost, you can play it later as if it were in your hand!)

Spells you play have two costs. A threshold cost and a numeric cost.  The numeric cost shows what you have to pay to play the card, while the threshold just shows how many of a particular resource you need to have on the field. So if a card has a threshold of 3 Obsession, and a numeric cost of 2, that means you need to control 3 resources that produce obsession, but you only pay 2 resources to play it.

There are a few different card types to play as well!

  • Resources: These let you play all of your other cards!
  • Tactics: These are the “Spells” of the game. Tactics can typically be played whenever you like
  • Items: Items that sit on the board and provide different effects. Gear cards are Items, but you attach them to your characters to power them up.
  • Characters: Your minions, simply put. There’s a host of monsters, pirates, robots, cats, and all sorts of other characters to play!

Locations: These sit on the board and offer unique effects, but opponent’s creatures can totally attack them, so be careful. They can take damage up to their “Structure” number in the upper right of the card.

Attacking with characters is your main way of dealing damage in the game. You group your characters into attacking parties and go to town! You can have as many or as few characters in your parties as you want, and all parties attack individually, meaning that once your opponents block the party, you can send another party of attackers at them! Attacking characters are depleted, until your next turn, meaning they won’t be able to block incoming attacks on your opponent’s turn, so plan carefully! You can also play tactics during combat to boost characters, kill characters, prevent damage, and all sorts of other effects!

All damage dealt to a player is typically dealt to their faction. A faction loses Influence equal to the damage dealt, and once their influence drops to zero, the game’s over!

If the game play alone wasn’t a selling point, the game’s flavor and art are absolutely hilarious! Pop culture references abound, along with sly jokes, clever puns, and  awesome, sometimes weird, artwork. The world of Spoils is a bizarre and unique place, to say the least. But it might not be one for the kiddies. There are a fair amount of cards that poke at mental disorders, bodily functions, and even just show insane amounts of gratuitous violence. It’s not too overboard, but can be a bit much for younger players. I’d give it a PG-13 at worst though.

If I would have to say there’s a downside to the Spoils, I’d only say that deck-building can really be tough until you have a few cards in your collection, but that’s really nothing new if you’re familiar with any other TCG.

If you’re looking for a unique and fun to play game, give The Spoils a try! Chances are, you pretty much already know how to play it, so it’s easy to get into, and starter decks are pretty cheap too! Give it a try, and you won’t be disappointed! I certainly wasn’t!

Why aren’t you playing Kaijudo?

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No, seriously. Why aren’t you playing it? Is it the TV show? I know the show is atrocious, but the card game is fantastic!

You might remember a little card game called Duel Masters. This game came out ages ago, and was swiftly buried by Yugioh.

Jump ahead, and it’s back with a new name! And what does it play like? Well I guess the best way to describe it is “Magic-lite”

The goal of the game is to break your opponents five shields, and pummel him into oblivion! This is done by attacking those shields with creatures. Creatures are played by spending mana. Any card in your hand can be put down in your mana zone, which is a bit different than playing lands in Magic.

There are five “civilizations” in Kaijudo; Light, Fire, Darkness, Nature, and Water. Each is represented by a different color, and each has its own specialties.

The Magic:The Gathering similarities end there, however, and Kaijudo comes into its own as a unique game. 

When a creature attacks, it can attack either your opponent’s shield directly, or a tapped creature they control. You don’t get to block with a creatures, unless they have the “blocker” ability.

What this does is force you to think about the risks of committing your creatures to an attack. you can be aggressive and try to down your opponent’s shields quickly, but then those attackers are vulnerable to attack on your opponent’s next turn! This keeps things fast paced, and keeps you on the edge of your seat.

I could go on all day about all the mechanics, but that’s not what we’re here for! I for one, love playing Kaijudo. Yes, it’s simpler than the dominant CCGs out there, but it packs a nice little punch, and the rules are very easy to learn for new players. It combines elements of two of my favorite card games, Magic and a little bit of World of Warcraft, to create a fast-paced and satisfying whole. Do yourself a favor, and stop into GG for a free sample deck, and learn how to play! You might just be surprised!