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We were fortunate enough to get to sit down with Corey Konieczka for a full length, one on one demo of the upcoming Star Wars LCG! You can see the full video on our website. Among other things, we discovered that:
- This is set to release in Q4 of this year
- It's a standard LCG, offering a once a month expansion
- Each player brings 10 objective cards that determine the contents of your deck
- Each 'side' has three factions as it were (imperial, sith, smuggler for dark side)
- The game is awesome
Enjoy!
Zach
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Great, great video. Thank you so much! I really wish we had something like this last year.
Some thoughts about the game: I find I like it, but I think that's more the theme than the mechanics. I really do not like the edge battles. That mechanic seems like it will really take some getting used to. Also, the game seems really complicated and by complicated, I mean I don't think my wife would pick up on it very well. While I think I could have convinced her to play last year's version with me, I think I have no hope of getting her to play this with me, which means I really don't know if I'll have anyone to play this, limiting my ability to justify a purchase.
One thing a really liked was the deck-building. I think it is absolutely amazing. If there's another game like that out there, I've never heard of it. It seems very easy, very fun, and quite strategic. The only draw back I can see is that in tournaments perhaps more decks will end up being exactly the same than you would see with standard deck-building rules, but since I probably won't play in tournaments, that doesn't affect me really.
So: edge battles -1, deck-building +1, end result = 0. I'm not persuaded one way or the other at this point on whether this game is worth a huge investment. I will probably get the core set just to make sure.
But on the topic of the core set, if only 4 decks are included in the core (a la Warhammer: Invasion) I wonder which two factions will not be included. I have a feeling it's the Scoundrels/Spies and the Scum/Villains decks. I'll be sad if that's the case since those are the types of cards I've been looking forward to most in the Star Wars LCG. Just have to wait and see.
Again, thanks for the video.
I was able to play a demo game yesterday and overall I enjoyed the game. It had an acceptable level of tactical complexity (though coming from the Decipher SWCCG, it's still a step down). The edge battle mechanic works interestingly. It sets up some tension between wanting to win the edge and wanting to keep cards to play them. It works out well enough thanks to drawing up to your hand limit each turn. As for the deck building, I'm not really a fan. I think I'm really going to miss the detailed fidling around with my decks that Magic or SWCCG allows.
zachbunn said:
- Each 'side' has three factions as it were (imperial, sith, smuggler for dark side)
Wait, what? Smugglers are dark side? That seems a little counter-intuitive. Seeing as the Empire is the official government and all, why is it smuggling if you're allied with authorities? :P
-Ryan J. Miller
Sansa backed away from him. "You`re awful."
"I`m honest. It`s the world that`s awful…" -The Hound
RJM said:
zachbunn said:
- Each 'side' has three factions as it were (imperial, sith, smuggler for dark side)
Wait, what? Smugglers are dark side? That seems a little counter-intuitive. Seeing as the Empire is the official government and all, why is it smuggling if you're allied with authorities? :P
If I'm remembering correctly from the video, the Dark Side factions are Imperial, Sith, and Scum & Villainy. The Light Side factions are Rebel, Jedi, and Smugglers & Spies.
ImmortalJedi said:
RJM said:
zachbunn said:
- Each 'side' has three factions as it were (imperial, sith, smuggler for dark side)
Wait, what? Smugglers are dark side? That seems a little counter-intuitive. Seeing as the Empire is the official government and all, why is it smuggling if you're allied with authorities? :P
If I'm remembering correctly from the video, the Dark Side factions are Imperial, Sith, and Scum & Villainy. The Light Side factions are Rebel, Jedi, and Smugglers & Spies.
Yup, just watched it all the way through. Looks like zachbunn just misspoke. I'll forgive him in light of the excellent video full of info. ;)
-Ryan J. Miller
Sansa backed away from him. "You`re awful."
"I`m honest. It`s the world that`s awful…" -The Hound
That demo has actually got me really excited for this game now!
This time last year, I was looking forward to having the Star Wars LCG as a "game for me", where I don't need the hassle of arranging a game night and stuff, I could just break it out whenever I want without having to schedule in friends and possible time off work etc. Now, I'm actually thinking this game might be worth all that hassle, because it looks great! At first, watching the demo, I felt a bit "meh" about it all, it seemed to be really odd and stuff, but as it went on and you get to see just how the game works, it's looking really cool - dare I say, a totally groundbreaking LCG experience?!
The deckbuilding thing I'm still not particularly struck on for a long-term LCG thing, but I'm hopeful that it could be awesome. If you have five player cards and one objective card in a 6-card "pod", and you can have up to two objective cards the same, then that'll shut off complaints about card distribution and the infamous 3x model etc etc etc, which can be nothing but a good thing, but it makes me wonder how the Force Packs, or whatever they're going to call them now (seeing as how noncommittal Corey was on that name), will be constructed. Presumably each pack will have ten new objectives, to make up the standard 60-card format, but will it be five light-side and five dark-side, or one pack light side and one dark side? The latter could help a lot of people who complain about other games' distributions. I'm expecting there to be deluxe expansions that focus on the affiliations, which could be tremendous, anyway!
So, overall, it looks fantastic. Whether it actually is fantastic will remain to be seen. As will its longevity. I mean, the "Jedi" affiliation, if it's set in the Galactic Civil War still, would be exhausted pretty quickly given how many Jedi are actually around then.
I still hold out much hope of seeing the original game as some sort of standalone thing, too :P
Without Signature
Great to have some news at last and the art on the cards looks better than I had hoped.
I'm not worried by complexity - I still enjoy playing Dune ccg & Middle Earth ccg. I'd be more worried if it turned out to be a light game.
I'll probably not buy straight away as if it's not as good as Star Wars ccg, I'll just stick with that.
It may take a few expansions to tell what the game is capable of becoming.
"Do not ask me for my opinion. I do not know - that is all" (Unnamed surveyor from Boston)
[yawn]
Looks pretty boring. The only kind of interesting thing is the different objective mechanics. The rest of the gameplay seems pretty flat.
It was more interesting when it was the co-op version.
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The game doesn't do anything for me. I'm a huge fan of the Decipher SW game, but rarely play anymore, and have been playing L5R since Imperial Edition.I was hoping this game would scratch the SW CCG itch.
It doesn't seem to have any SW thematic feel like the SWCCG has, such as battling for Hoth or battling on Cloud City or trying to turn Luke or do a Death Star run. I see none of that. It's just a beat-em-up game. I guess that's ok if you're into that sort of thing, but what a major step down from SWCCG.
The objectives are "holdings" from L5R, but not done as well it seems to me on the surface. Very limiting as well. You know your opponent will be nerfed at 5 points. Likewise you. It seems they like having a lot of limiting controls in this game, dictating what cards MUST be used, which lead me to my next point.
I'm concerned that as soon as I see objective cards in play that I will know exactly what my opponent will have in his deck because he is forced to build his deck around them. And vice versa. Again, very limiting.
Am I the only one who dislikes artwork for a SW card game, wanting instead photos from the movies? (Ok, Decipher was crazy with using every frame of film in their games.) I get the point how artwork allows more possibilities, but it just doesn't feel right. A niggle.
ASFAIK this game was cobbled together very quickly as a replacement to satisfy contracts with Lucas. I think it shows.
I could be wrong. I'm just going on gut reaction. But I have a bad feeling about this.
Swampfox said:
The objectives are "holdings" from L5R, but not done as well it seems to me on the surface. Very limiting as well. You know your opponent will be nerfed at 5 points. Likewise you. It seems they like having a lot of limiting controls in this game, dictating what cards MUST be used, which lead me to my next point.
I'm concerned that as soon as I see objective cards in play that I will know exactly what my opponent will have in his deck because he is forced to build his deck around them. And vice versa. Again, very limiting.
Am I the only one who dislikes artwork for a SW card game, wanting instead photos from the movies? (Ok, Decipher was crazy with using every frame of film in their games.) I get the point how artwork allows more possibilities, but it just doesn't feel right. A niggle.
ASFAIK this game was cobbled together very quickly as a replacement to satisfy contracts with Lucas. I think it shows.
I could be wrong. I'm just going on gut reaction. But I have a bad feeling about this.
This. Exactly this. I watched the video and it could be any theme on those cards. I think they had a great game shaping up with the Co-op version that had that Star Wars feel. This is just a token-counting, punch-out game. I DO like the artwork, but that's about it.
I'm quite pleased with how the Objective cards turned out. They're very much the way I saw such a card type working for this game. I used the term "Mission cards," but I think "Objective cards" works just as well if not better (since it's possible to have long-term goals that are much larger than a single mission).
"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us." Peter Solomon, The Lost Symbol
Swampfox said:
I'm concerned that as soon as I see objective cards in play that I will know exactly what my opponent will have in his deck because he is forced to build his deck around them. And vice versa. Again, very limiting.
I agree that this game is a little lackluster for me at the moment, but as for this statement, when the game starts, you'll know 15/50 of your opponents cards. He'll still have plenty more to surprise you with. But then again, that's 15 more cards you know he has than if you had traditional deck-building.
Swampfox said:
Am I the only one who dislikes artwork for a SW card game, wanting instead photos from the movies? (Ok, Decipher was crazy with using every frame of film in their games.) I get the point how artwork allows more possibilities, but it just doesn't feel right. A niggle.
I actually thought the art was pretty neat, but that's just my opinion. It's cool to see the characters come to life in new poses.
I think this game feels more like Decipher's old Jedi Knights game in the simplicity of its execution. I don't know about anyone else here, but we loved playing Jedi Knights back in the day, when we were getting too intense with SWCCG matches.
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