Anthony DuLac
United States
Minnesota
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fightcitymayor wrote: Warhammer Invasion would be the obvious choice, but it lacks a serious multiplayer component, and doesn't come close to Magic in terms of "interacting with players on their turns."
I agree about it lacking a multiplayer component but you can play it in MP with some simple and fairly obvious rules (imho) - plus the cards are clearly written for potential expansion and usage in MP thus further aiding that particular desire.
However, you're incorrect about the last part of your statement - it very much comes just as close as M:TG in terms of interacting with players on their turns, in my experience. It sounds to me like (perhaps) you've not had a chance to really dive into the full experience of the game yet.
To the OP - definitely Warhammer:Invasion.
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Igor Kwiatkowski
Poland Warszawa
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AngryStarAnarchy wrote: waffel wrote: Be careful with AGoT LCG - it doesn't use the stack which was a huge turnoff for me. Do any of the LCGs use the stack? Without the stack its hard to interact with the other player. Any LCG have counter spells? Honestly, this is a little discouraging. It sounds like I should just keep working on my EDH/Commander deck and maybe put a Modern deck together. :shake: Invasion uses the stack, don't worry. However, at the time when I played there were less countering abilities and instant abilities in general than in MtG. You need to find out if this had changed.
tssfulk wrote: Call of Cthulhu has interrupt cards that can sneak in before another card's action is resolved. Otherwise, cards must be resolved fully before another card is played. Insanely BETTER than the stack. Thanks for the heads up. I thought I should give CoC a spin but I am simply unable to play a card game without the stack, I'm just too used to it to learn some new, complicated (to me) timing rules like in AGoT. It even had huge flowcharts, separate for player-triggered actions and for game-triggered actions. Insane!
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Darren Webber wrote: design a Budget Cube of Magic cards - mine had 500 cards, none were worth more than £2 and most were simple to pick up commons.
I think I should have ranked my priorities, but deckbuilding is probably one of the highest ones. Drafting, while fun, doesn't let you really let you invest yourself into a deck with endless tweaking. They feel more disposable
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There's also pauper's Magic where decks are primarily commons with limits on the number of uncommons and rares that can be in a deck.
There are ways to limit the expense of the game.
Don't discount the dead CCG option where there are a lot of great discountinued games at bargain prices. For the price of a single Magic booster box, there are games that you could buy six starter/booster boxes worth of cards.
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Jeremy Frank
United States Austin Texas
The sun is a mass of incandescent gas, a gigantic nuclear furnace, where hydrogen is built into helium, at a temperature of millions of degrees.
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As a long-time Magic player, I'll add another vote for Warhammer: Invasion, it's good stuff.
Another alternative is to just pick up a "4x common, 4x uncommon" set of the latest Magic expansion on ebay, shuffle up, and draft with friends. It works very, very well.
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Nic Taggr
Australia Willetton Western Australia
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AngryStarAnarchy wrote: Darren Webber wrote: design a Budget Cube of Magic cards - mine had 500 cards, none were worth more than £2 and most were simple to pick up commons. I think I should have ranked my priorities, but deckbuilding is probably one of the highest ones. Drafting, while fun, doesn't let you really let you invest yourself into a deck with endless tweaking. They feel more disposable My mates and I don't play much anymore, but when we do we do a cube draft. But after the initial draft, we draft another booster worth of cards every couple of games, tweak the deck a bit and keep playing. Makes for a fun day of playing, with equal parts playing and deckbuilding.
Plus you can keep the decks for the next session, continue to see who can build the best deck over time.
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Kiren Maelwulf
Canada Richmond BC
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Also a long time MTG player with a player-group of MTG fanatics. Game of Thrones went over quite well, although we hated the FFA game. 2 player is quite fun.
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Dave Maynor
United States Spokane Washington
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Out of left field here... but let me chime in with this.
I don't like Magic. To me, it is a bit too simplistic in many ways. Now, i know it can get complex, and certain builds and strategies can change it, but overall i don't find it very challenging. Played it a very few times, never went back.
L5R on the other hand is amazingly complex, without being too difficult. The multiple win conditions, battle with infantry and cavalry considerations, multiple provinces to declare attacks thus splitting attacking and defensing units strategically... not to mention amazing art and theme.
The War Of Honor box set is basically like a LCG starter for it. You get 4 pre-built decks, they are a bit simple, but pretty strong decks, and a great multi=player territory control variant in that box. It is great.
Now, the game is still a CCG, but along with War Of Honor, it seems about once a quarter they release a direct to player set that gives you a full play set of a ton of cards exclusive to that release. In many ways this is like one of the bigger LCG expansions.
You have 9 clans to build, each clan has 4 major themes you can focus on, and then there are 2 or 3 unaffiliated factions that can be built also. So at about 40 different deck 'types' there is a lot to work with. Support is also a great thing... events where you can win promo cards, swords, etc.... and you can influence the story of the game. Many cards in the newest set were actually prizes for players winning a tourney and getting to name a character. Characters win or lose battles, and live or die in the fiction, based on player tournament results.
Lastly, like many CCGs now, every 2 years or so, there is a new arc. They will release new starters at that time, so yeah, you have to buy more cards. But, MANY of those cards are reprints. This means you are never that far behind the curve in staying current with the most recent legal decks you might be facing.
And commons and uncommons are very strong. Some of the decks that have consistently won the big event at GenCon has only had a handful a rares, none of them selling for more than $4-$5.
No non-ccg can replace everything you get out of a CCG ... believe me, I have been debating this very thing the past few weeks. But nothing on the market really comes close to what L5R gives (in my opinion) and now i supplement that with Dominion for fast play with non CCG'ers.
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