Post by Zxqueb on May 1, 2008 9:15:46 GMT -5
I picked up a starter of the new UDE Marvel CCG today at target just to read through the rules. It's kind of VS lite, but might be different enough that Jeff will like it. It seems simple, but with the potential for interesting things to happen.
Each player has 3 heros. They can play up to two allies between the heroes during the recruit step for a potential total of 5 characters. You can opt to upgrade your heroes instead if you have an upgrade, but that leaves you with a character deficit for the turn.
Each character has 3 stats rated 0 - 100, speed, physical attack and mental attack. You count down from 100 speed attacking as you go (attacker chooses the attack type). Allies and heros can protect the characters next to them. Allies have 1 wound (destroyed when beaten). Heroes have 2 (tapped 1st, then destroyed if tapped).
There are plot twist cards called actions which effect the outcome of the battles. These are both tricks (card draw, change battle type, change defender) and pumps (Flying Kick -- Truly!).
End stage: Discard all allies from play, Draw 3 cards, heal one damage off of a hero.
Deck = 45 cards, 3x max.
Seems like it might be fun once in a while. I'll probably buy a few boosters and build a second deck to play with so we can try it out at a games day.
My only fear from a quick look through the rules/starter is that after you lose a hero, you may find that the game is lost as you lose tempo and board presence quickly. Especially depending on ally draw. That may be enough to find yourself in a losing proposition early on.
Each player has 3 heros. They can play up to two allies between the heroes during the recruit step for a potential total of 5 characters. You can opt to upgrade your heroes instead if you have an upgrade, but that leaves you with a character deficit for the turn.
Each character has 3 stats rated 0 - 100, speed, physical attack and mental attack. You count down from 100 speed attacking as you go (attacker chooses the attack type). Allies and heros can protect the characters next to them. Allies have 1 wound (destroyed when beaten). Heroes have 2 (tapped 1st, then destroyed if tapped).
There are plot twist cards called actions which effect the outcome of the battles. These are both tricks (card draw, change battle type, change defender) and pumps (Flying Kick -- Truly!).
End stage: Discard all allies from play, Draw 3 cards, heal one damage off of a hero.
Deck = 45 cards, 3x max.
Seems like it might be fun once in a while. I'll probably buy a few boosters and build a second deck to play with so we can try it out at a games day.
My only fear from a quick look through the rules/starter is that after you lose a hero, you may find that the game is lost as you lose tempo and board presence quickly. Especially depending on ally draw. That may be enough to find yourself in a losing proposition early on.