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Living Card Games: Are you game?
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the-bumper-car
Old Dragon

Joined: 30 Aug 2007
Posts: 577
Post Posted: Tue Oct 20, 2009 3:13 am    Post subject: Living Card Games: Are you game? Reply with quote
Hmm, something to chew upon.

Living Card Games (LCGs) differ from CCGs (such as Magic, Pokemon, L5r, and the dearly departed VS system) in that they have no booster packs. At all. When you buy a box, there is little to no randomness in what you're going to get out of it - you should have enough to build a viable, tourney caliber deck. (This is different from pre-constructed decks, in that while Magic precons only have 1-2 "rare" cards, the equivalent of what you'd get in an LCG would be a box that, say, contains 3 of each Blue-colored card in an expansion).

Examples of LCGs are A Game of Thrones, Call of Cthulhu, and the relaunched Warlord Card Game.

An advantage of LCGs is, well, it's cheaper to start playing (and continue playing at high levels) than CCGs. A disadvantage is that these games usually have no secondary market - you can't expect to get good money for your singles if you try to sell them.

If you want to read more about them, click here.

Would you HGC folk be willing to pickup an LCG to play alongside your main CCG of choice? Discuss.
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Very Old Dragon

Joined: 25 Sep 2007
Posts: 708
Location: At World's End
Post Posted: Tue Oct 20, 2009 1:43 pm    Post subject: Reply with quote
Well, the question is whether these games have organized play support. The main reason I play M:tG is because of the competitive aspect of it; if there were none, I'd stick to MWS instead.

One of the better aspects of CCGs is the money you invest doesn't stagnate. If you invest $100 in an expansion, you can use it competitively until the next rotation and can trade it in for $50, which you can use to purchase cards from the new expansion. The money you invest in is continually used to fuel your game and isn't locked to certain cards which will become format-illegal come a set period of time.

Also this:

Quote:
If you want to build a Stark deck for example, the first chapter pack gives you 3 common and 1 rare cards for your faction. This not only makes your total of cards still below the legal size of 60, but it also means that you have to buy the chapter pack more than once to get more copies of your rare card in your deck. Which also means that you get all the common cards again, even though you don't need them anymore as you already have 3 of each. To get 3 copies of a rare card you will eventually have to acquire 9 copies of your common cards, you can basically throw away 6 of them as nobody will trade with you when they have at least 3 of these cards if they have acquired the chapter pack only once

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the-bumper-car
Old Dragon

Joined: 30 Aug 2007
Posts: 577
Post Posted: Tue Oct 20, 2009 2:36 pm    Post subject: Reply with quote
The thing is, organized play support only occurs if there is enough of a playerbase, and if the distributor is willing to help. As you've heard from me say repeatedly, the distributor of most CCGs here in the Philippines sucks. LCGs can at least be run with little dependence on the distributor, since a TO can easily get support and cards directly from the publisher.

(And as for the rare aspect, well, that's something to work on).
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