Found a preview build of this on a friend's Xbox One. I've heard of The Witcher (mostly good things) but never played any of the games. I was hitting the end of my Fallout 4 kick (which I'll talk about soon) and figured I'd try something new. I've played a fair number of card games in the past, my brother got me hooked on Magic when it first came out. The Battletech CCG was cool, and a tabletop game I liked, Mythos, the Call of Cuthulu CCG was innovative of the times, and the Aliens CCG looked neat but I never got to play it. So I've seen a few in my day, though granted that was many years ago.
Gwent struck me as a really cool game, and an interesting twist on some of the common mechanics. Briefly, you construct for one of 5 or 6 factions each with their own strategies. You draw a good sized hand, but the game is played in 3 rounds and on round 2 you draw 2 more cards and round 3 only 1 card. So it makes a nice tension for how many cards do you want to burn though now or save for later. It also makes for circumstances when choosing to lose a round is a good tactical option. That's a nice complexity. The winner of each round is determined but a simple total of power, highest wins. Each character card has a power number, "spells" and such do not. So your cards do not directly fight like in Magic, though they do have abilities that can target each other. You also have a leader card with a powerful special ability, but they can only be played once in the entire match. Cards are placed on one of 3 rows: melee, ranged and siege; and some effects target a whole row or adjacent units. It has a nice tactical depth without being too hard to learn and track (in my so far limited experience).
If you like card games or board games I'd give it a try.
There are a few things I am not too fond of. The tutorial didn't quite explain that when you pass, you stop acting/playing cards for the round. I thought like most CCG's you only sat out one round. This does make some of the "damage over time"-type effects a little less useful, since you have to keep playing cards to sustain the effect and you may need to stop to avoid burning yourself out for later. The card effects are not always explained well, though in play you start to get a feel for the quirks, but since it's basically a beta game I'm sure the tooltips and such will get clearer soon enough. Also, the number one problem with any CCG is explaining the fundamental tactics that each faction uses. It can be a little hard to suss out by reading the cards, I'd imagine moreso if you are new to card games in general. This can be kind of simple, like the monster deck that summons and sacrifices cards, or a little trickier - the leader in the deck I've mostly used has an ability I did not catch at first. Normally you hold your leader, since it can only be played once in the whole match; but this leader added 1 power to every character in my hand and deck - so it was best to play him as the first card of the match. Not a big deal, but I wish more games would give some hints or a walk-through of strategies in general, just to soften the learning curve.
I'm sure I'll play it some more, but just against the computer opponents. I don't really like playing adversarial games in general, and I don't really care for playing games with or against random people across the world. Still, I thought it was a pretty good game, it's free, and worth taking a look at.
Showing posts with label Card Games. Show all posts
Showing posts with label Card Games. Show all posts
Wednesday, June 7, 2017
Saturday, October 10, 2015
First Play- Death Angel: the Space Hulk card game
My friend Aaron got the Space Hulk board game back in High School, and we also got into the Warhammer 40,000 wargame too. So I kind of fondly remember the WH40K universe, and when we saw the Death Angel card game I talked him into getting it (which just involved putting it in his hands). That was a few years ago, and just now I finally played it solo (apparently he forgot about it).
I was not a big fan of the Space Hulk board game, while a hard game makes winning feel even better, I don't like games so hard that you should expect to lose far more often than you win. I'm kind of a wimp gamer that way. And Space Hulk was hard. You played a group of Space Marines, basically super-soldiers in high-tech armor, exploring a "space hulk" - a ruined starship - infested with Genestealers, basically the aliens from Alien. There were only about 6 marines, and a whole bunch more of the aliens. Like Descent you had terrain tiles that made up the rooms of the ship, and you had a "quest" to get to a certain room or do something. It was a tactical wargame, and the Space Marine player needed a lot of luck and smarts, and the Genestealer player got to enjoy being evil.
While I was not a huge fan of the board game, I had some sort of fond memories playing it - so I was more than willing to give the card game a try. Essentially the two are the same, in the card game up to 4 players control the Space Marines, and cards set up the rooms and control the Genestealers. Which was one of the things that intrigued me about the game, you can play it solo. At the end of each turn there is an event card that creates new Genestealers, moves a random number of them to random places, and basically controls everything else. I played solo, everybody else was at work. The Space Marines form a line, and each row is like one space or hex. The Marines also have facing, and can only use some abilities against Genestealers in the same facing, so there is a real boardgame feel of space and positioning. Most Marines can shoot 1 or more rows, so they can help defend other Marines, but a few are melee only and restricted to their own row. Each room has terrain, like a corridor or door or grate, and each piece of terrain is in a different row, and the Genestealers spawn from those rows at random. There can only be one Marine in a row, but the Genestealers can form groups. To attack, the Marine rolls a custom D6 and has a 50% chance to hit, killing 1 Genestealer. The Marines also roll to defend, and the die has numbers from 0 to 5. If the Marine rolls a number greater than the Genestealers in the group attacking he survives, roll equal or less and he dies. Thus, a group of 5 Genestealers is a automatic death sentence, which has that feel of dread and pack tactics that the board game also had.
The game is hard, but the funny thing is that it feels artificially hard. Like it was deliberately stacked against you, not that the circumstances themselves were difficult. Each pair of Marines chooses one action to perform each round - from Support (help another Marine), Move + Activate (switch places or change facing and use a door or terminal if it is on the same row) or Attack (try to kill Genestealers). In the board game each Marine could move and attack using Command points, and basically vary exactly what and how much they did from turn to turn. In the card game, you cannot perform the same action twice in a row. So if you attack this turn, you have to Move or Support next turn. Why? This feels like a totally artificial problem, it does not make any sense on its own. Also, in the board game the Genestealers were represented by "blips," face-down markers that could be anywhere from 0 to 3 (I think, maybe even 5, not sure) individual Genestealers. Basically, it was like the Aliens motion tracker, you were pretty sure something was over there, but not exactly how many. This lack of knowledge was a big part of the suspense and downright fear of the game. In the card game however, every blip card is exactly 1 Genestealer. So there is no guessing, no fear involved. To move on to the next room you have to clear one of two blip piles, and to win the game you have to clear the final room. I lost 2 Marines in the first room, and then 2 more in the second room, and survived a turn or two in the third room - the fourth was the last. So it was hard, like I remember the board game being, but it didn't really feel fair. I felt like I was supposed to lose, like the rules wanted me to lose, not like they wanted to challenge me.
What I liked...
- Has The WH40K Trappings - you have the Space Marines, one that carries a Heavy Flamer, another has the Autocannon, going room by room trying to survive the wave of Genestealers; so it has that Warhammer feel that is pretty cool.
- Tactical Positioning From Simple Rules - getting that "board game grid" feel from having rows and facing is actually a pretty neat trick for just some simple rules, I would love to see that layout used in other card games to give them some depth.
- Solo Play - it is neat to have a game that you can play without an adversary, or even without any other players. I do like that sort of thing.
What I didn't like...
- Doesn't Feel Hard, Feels Mean - hard is okay, when there is a good reason for why things are hard; this just felt mean.
- No Good Example Of Play - the rulebook is not that long, and really the game is pretty simple, but there is not a great example of play to make the game and its steps clear and easy to understand. Still, you get the hang of it pretty quick.
- Not Sure What Good Having Friends Is - I played the game solo, and honestly I don't know what benefit it would have been to have friends with me. So much of the game is random, and so hard to plan ahead, I would think adding more people would actually make it harder, not easier. Still, I never did try it with multiple players, this is just an impression.
My recommendation - skip this one, or borrow a friend's deck to try it first. May not be everyone's cup of tea.
Subscribe to:
Posts (Atom)

