CoH CCG....Anyone played yet? Comments?


Aaron123

 

Posted

So just wondering if anyone has begun to collect and play the new AEG CCG game based on CoH.

I saw that you can but starter and booster packs from their website.

Looking for an honest impression and user friendliness of game.


 

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I've picked up two boxes of boosters and two boxes of battlepacks, and have come to the conclusion that this is plenty of cards until I buy sealed packs for tournament play.

The rule system looks more intimidating than it actually is. Gameplay is fast-paced, as each player is only allowed one action each turn. It's a simple approach to keeping a game moving, and can create some rather intricate and unique strategies. I've found standard 1-on-1 games are very enjoyable, and team matches are even more so.

To be entirely truthful, its unlike any card game I've played. But battlepacks come with a decent selection of cards to get a feel for the game. They're rather inexpensive, too, making it easy to try the game out and come to your own conclusions.


 

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As soon as I can get my hands on some cards, I shall comment.

How much are the Battlepacks retailing for, anyways?


 

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As I know nothing whatsoever about this subject I am the most qualified to speak about it, (in the great tradition of American history):

We need another CCG like we need a hole in the head. Ok, another hole in the head. We have all seen far too many poorly conceived tie-in games to really hold any hope that this one will be anything really interesting.

Why? Because it will spend too much time on the tie-in portion of things, (the characters, the powers, making sure a player of the MMORPG recognizes things, etc), to really bring anything unique to the table. Not that it has to be unique, mind, but there have been several CCGs featuring super heroes and the idea just never takes off.

I think this is partly because of the limitations of the genre - both the CCG genre, (can I say that?), and the super hero genre. What am I, the player of this new CCG, doing? Am I arranging teams of heroes for a massive battle royale? Am I pitting a special squad against a horde of enemies? Will this boil down to a fight of clones, (where each player has the same heroes), or am I very limited in what I can choose to play with?

You cannot be the hero with the sort of CCG I think we shall find - you can only manipulate other heroes. The CCG's that really seem to catch on involve the player in the game, (like Magic, where the player is fighting another player, not using cards to fight other cards, if you see my meaning).

Obviously I have not seen the game. I saw a single card at some point and that's all. I wish the game all the luck in the world, (I'm not a mean idiot), but my cynical side tells me that unless they really put some thought into this thing the COH CCG will just be another half-full box of unsellable booster packs sitting on a game-store's shelf.

We shall see.


 

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I might pick it up, because I'm a nerd like that.

Maybe it'll catch on, maybe it won't. I don't see many superhero CCG's.


 

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There is one big reason I probly won't bother to pick it up... I have no one to play it with. I know of game areas where I might be able to find an opponent teh earth reverses it rotation and the starts sing "It's a Small World"... but they are all at least a half hour drive from where I live...

That's not to say I wouldn't be interested in it... I just don't have the opportunity to investigate it.


 

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How much are the Battlepacks retailing for, anyways?

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About five dollars.


 

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I was happy to see that just a basic starter pack was only around $5. Makes it easy to get into. I bought a couple battlepacks to try with my spouse...


 

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I figure that I'll grab a deck sometime and try to learn the rules. Then actually give the game a try at DragonCon this year. I'm sure that there will be a sealed deck tournament or two.


 

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I've picked up a reasonable selection of cards and have yet to play a game. I'm frustrated though by the collectible nature of it.

For example, I want to play my CoH character in the game: Invul/SS Tanker. Well, I can't yet. Each power is represented by a card that you need to randomly find. So after buying 3 starters and 15 boosters I have 3 invulnerable cards and 2 Super Strength cards.

Yes, you can get a starter and will get a good amount of cards tied to the powers of the selected hero (Stupid Manticore deck gives me enough to do basic Archery and Trick Arrow characters) but these are random. its not a CCG that is at all condusive to building decks around a concept. Instead it is building decks around what cards you happen to have found.

Also, as a CCG, the rules appear very sparse and non-specific. No deck building rules, for example.

I'm also a tad bit underwhelmed by the basic gameplay where one hero fights another hero and 'missions' appear as events that damage both heroes in some way. Fundamanetally it appears to be exactly what CoH is: Combat sim. I was hoping it would be more of a comic book sim.


 

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That is a very interesting viewpoint, Craban, considering I ended up with pretty much a similar conclusion when HeroClix came out. (i.e., it's not a superhero game, it's a plain combat sim with superhero trappings spray-painted on).

As a dyed-in-the-wool PnP RPG player, I have an innate dislike for CCGs. I've seen a beloved FLGS succumb to the CCG craze and lose the feel that made it a fun place to go.

I'm also somewhat cheesed by the fact that the blinkin' CCG is out, but the RPG is still vaporware.

But those are entirely personal perceptions, and y'all are perfectly invited to ignore them.


 

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CCGs CAN incorporate and encourage storytelling. They don't have to be Magic the Gathering type competitions.

The B5 CCG and the original Middle Earth CCG did allow for some narrative, roleplaying, and fun teamwork and even *gasp* roleplaying.

Even Shadowfist (Which is fast paced action) was more about story than it was about just beating up opponents.


 

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L5R is the definition of a roleplaying CCG.


 

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I'm not much for CCGs. I did get into Warlord, and got out about two years later. I hate tournaments, I'm more of a casual player. I was not going to get into the CoH CCG, but hearing about its simplicity, and that you can create a legal-to-play hero card of your MMO toon made me give it a try. As someone told me, you can actually learn how to play the game by just reading the rules, unlike some CCGs . Someone mentioned that there are no deck building rules or guidelines and I checked, there aren't any or I missed them.

The normal game is one hero vs. another hero in some sort of arena matchup. You start with your hero in play, along with the hero's two starting powers for the printed named heroes, who have special abilities, or three starting powers for the generic heroes. A hero you create from the cardbuilder website can be used, and it is legal for tournament play IF you have the printed generic hero of the same AT. I got all five of those now.

Not all of the powersets, or all of the powers, are available with the first set. The expansion set should complete it. Villains may come at some later date. But, there are additional powers called signature powers, which are unique to the printed heroes and come with the hero in the battlepack.

It seems that this CCG plays well for multiplayer games instead of just the 1 on 1. I've been working on a Task Force type game, where a team of heroes takes on an AV. I've yet to test this out but will do so soon at my local FLGS (the one I own, even. ). I have a feeling that this type of game might be a special event at the big conventions, and may be special tournaments that can be played at any local FLGS. Something similar was done for Warlord (i.e., Overlord, Dragonlord, Medusanlord events).

AEG's website (CoH CCG producer): CoH CCG website

Cardbuilder website (there are some problems with it which have already been noted): CoH CCG Cardbuilder


 

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If I were still in high-school, and if they held CoH CCG tourneys for cold, hard cash, then I could be tempted to break the game, like in my earlier, nerdier days with the DBZ CCG.

Just don't mention that out in public. >.>


Save the drama for yo' mama.

 

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Picked up a bunch, and I think it looks rather promising.

The lack of many specific deckbuilding rules is part o' the strategy, I think. I've already seen two seperate deck types that jumped out at me:

-Focus on your Hero, pump him/her up with powers and enhancements, open fire

-Bring along a Sidekick (or several, with the Exemplar card) as harassers to prevent your opponent from actually hurting you. Glitterdance is GREAT for this (she's got like...inherent Taunt)

And yeah, I agree that it's annoying to try and collect -any- certain powerset. But, if you go in and just work with what you have, it's not that bad. The Battlepacks coming with a healthy selection from a primary/secondary combination really helps.

I also find the turn structure rather interesting. Instead of one big turn with several actions, there are several actions that you choose -one- of, each turn. Very fast-paced, and it adds an element of unpredictability. Also liking how inspirations are, technically, any card in your hand.

Anyway, I'm quite impressed. Can't wait for Katana to come out (hopefully next expansion!) so I can do up my CoH main.


DJs for The Cape Radio

Makes videos & podcasts about reviewing toys, covering conventions, and more at Vangelus.ca

 

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I'm like Mantid... I'd get it, but there's no one to play it with


 

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Honestly and I hate to admit it: When I first read that there may be random rare cards in the packs that would give you something in-game (like a new travel power look, costume item, etc) I was really interested in the cards.

Now that I read that you have to participate in tournaments or WIN said tournaments to get those items, I have lost interest.

I am too old to be going to tournaments and trying to win. I could pick up some cards and play with one person I know. Unfortunately, the CoH group that I know in real life has left the game except for one.

In my situation, I have NO reason to buy the cards. Hate to say it.


 

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[ QUOTE ]
L5R is the definition of a roleplaying CCG.

[/ QUOTE ]

Doomtown, too. Doomtown is the single greatest CCG ever. What other game can you play where you can kill zombie cowboys by drawing a better poker hand than your opponent?


Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue

 

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[ QUOTE ]
I'm like Mantid... I'd get it, but there's no one to play it with

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NOOOO! We are nothing like! It.. just... can't... be.. true!!

NOOOOOOOOOOO!!!!!


 

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I too am like Mantid.

...

WE BOTH TYPE WORDS. O_O_O


DJs for The Cape Radio

Makes videos & podcasts about reviewing toys, covering conventions, and more at Vangelus.ca

 

Posted

[ QUOTE ]
So just wondering if anyone has begun to collect and play the new AEG CCG game based on CoH.

I saw that you can but starter and booster packs from their website.

Looking for an honest impression and user friendliness of game.

[/ QUOTE ]

Perhaps a biased opinion, but I'm really enjoying it. I bought 1/2 a box of Battle Packs and a box of Boosters. With that, I had the flexibility to build for almost any power set. I like that it doesn't play like any other card game I've tried.

IMHO, Its easier to pick up than magic and if you are familiar with the game the effects are mapped into the card game fairly consistently (ex: Slow = Discard a card to activate power).

I'm dissappointed, however, that when I activate a power I don't get to actually explode it out IRL as the Yu-gi-oh! animated series convinced me it should. (Not that I watch that, or that there's anything wrong with that if I did).

(;^_^)b


"We all lose in the end, that is the intention" --Emanuel Lasker

 

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GASP!!!

They let pohsyb out of his box!!!!


 

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Keep an eye on him Cereberus.


 

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Oh I'm collecting the cards, looks pretty cool...


Now if I could just find someone willing to play in friggan utah...