One must have slept the last three years if they haven't heard of Blizzards "one billion dollar success" World of Warcraft. Another concept that has earned an exorbitant milliardsum history is based on pool deck cards (CCGs) such as. Magic: the Gathering. What is more natural than to combine two successes? This might be the idea behind World of Warcraft: Trading Card Game, which brings the world of Azeroth offline and into the rooms daily.
Warcraft on cardboard
In World of Warcraft: Trading Card Game (the WoW: TCG), you assume the role of one of the heroes of Azeroth, where the bellicose horde fierce fighting against the alliance armies. It does not mean that the game requires that players are on their own side in the conflict, it is possible to play against each other, even on one's heroes in principle allies. The heroes are represented by cards in the game, and the goal is not surprising to eliminate your opponent entirely.
WoW: TCG takes advantage of many of the same conventions as comparable games. Each player must build a deck of 60 cards, which through the game maps drawn up by hand, which then can be brought into play to influence the outcome. On ordinary players take turns to take a trip until a winner is found, either by the one player completely determine the deceased or a player is unable to draw a card from his pile when it is required.
The game presents a variety of card types, which together constitute the arsenal player has available and which vary in gaming mode. Perhaps the main card is your brand whose characteristics provides guidance on what options you have in the game. Although much of the maps in game theory can be used in every deck, there are cards that require your brand possesses specific characteristics.
The Allies (helpers) a person can play depends on whether your hero is from the alliance or horde, also will reduce your class, what skill (ability) cards you can include in the deck, so to use the Warlock-related skills, you have to be Warlock. There are a number of other limitations, including related to your professions, but generally you have a good chance to customize your deck so that it both plays on your unique strengths, but is flexible enough for example. Thursday Paladin deck far from having to be similar.
Your whole game starts on the table, but otherwise must be cards played from the hand before they affect the game. Besides heroes are four types of cards, the already mentioned allies and skills and quests (missions) and equipment (equipment). To play a card that requires it to pay a price in resources. Each round must submit a maximum of one card in front of them as a resource face down. It can be any map, but you choose a quest, you have the following opportunity to gain a bonus by doing this quest - usually by using a number of resources.
The most common bonus gives you permission to draw one or more cards from the deck, but there are also more exotic bonuses as it may be worthwhile to build a strategy around. Equipment is weapons, armor, rings, etc., placed next to your brand, and can only be used by this - either to attack or defend themselves against incoming damage. While the heroes can only use one or two weapons, depending on their class, they can ingress many different pieces of armor that make them able to more effectively guard against more attacks in the same game round.
Skills are the class specific abilities, which usually entails a one-off effect, but sometimes has a continuous effect until canceled in different ways. An example of the former could be a card that gives 5 damage to one or more allies, while a card which gives 1 life to all allies would be an example of the second type. And now we are moving to where it really becomes interesting, as allies.
Allies are characters that help your brand during the game, and it is largely those who have to distribute the injury to win the game for you. Allies have two primary stats, attacks and life which the first is crucial to how much damage they share, while the other determines how much damage they can withstand before they die and end up in the pile of used cards. Unlike other similar games, the damage an ally in whole or permanently affixed. This means that damage accumulates until the card is removed from the game because the total damage on a par with - or exceed - A short life.
Apart from these basic state, the allies also varying abilities, such as. that they can not be attacked by the enemy or can act stand-in for a full or ally that has been attacked. Generally speaking, the allies are the main tactical element of the game, complemented by mild skills cards, and the interaction between the allies you choose to include in your deck, the alpha and omega for Deckers strength.
Combat system is also just a few words to you. In the attack phase of your trip, select which of the allies you have in play to be attacking, and what ally (or wholly) being the attack on the target. Have your been equipped with one or more weapons, you can also send this in the field. The attacks will be announced and implemented one by one and killed the card is removed from the game. Have an ally or been damaged, but survived, the damage recorded via markers that are not included in the game, but you can use anything from dice to match the coins.
The cards you use in your assault phase will be reversed on the page indicating that they are spent, and since the vast majority of special abilities allies hold requires that the ally will be reversed in order to use these skills not be available to defense Having your opponent's next attack phase. This applies to the whole time to weigh the need for defense against the desire to hand out as much damage as possible in one trip.
For people with knowledge of other CCG's will WoW: TCG be easy to go to. Rule book seems at first glance comprehensive, but the rules are explained in short and concise with lots of illustrations and examples, which makes you quickly get started. WoW: TCG is not for everyone. While the game is solid and works perfectly, it adds virtually nothing to the genre. Although the rules are simple, it does not mean that the game lags at the strategic and maybe especially, the tactical front.
Combat system means that every round should carefully consider the allies to attack, and not least what to attack. It is tempting to go directly into bacon on the opponent's full, but often this leads to that in the long runway is far behind in the number of allies on the board, which rarely leads something good with it. The game does not exist in English, and although most maps are not particularly rich, it is reasonable English skills a prerequisite.
Many of the more sejlivede CCG's is thematically based in a popular culture, for example. Star Wars, Lord of the Rings and Yu-Gi-Oh, and a large part of the game are the fans who are already interested in the subject area. WoW: TCG is definitely targeting those who have played World of Warcraft on the PC, but others may take pleasure in the game.