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Munchkin Collectible Card Game» Forums » General

Subject: Modern ruleset stuck in a 90's era distribution model... rss

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Bithlord Fake
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Does anyone else feel like this game has certain elements stuck in the 90s? The CCG model itself is not great (IMO) but not the end of the world, but also the no-reprint policy, the ultra-rares, etc, all just feels like late 90's early 2000's era Magic distribution.

Are there any positives to the distribution model (from the player side) that they seem to be adopting?
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Philip Reed
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Kyle
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Bithlord wrote:
Does anyone else feel like this game has certain elements stuck in the 90s? The CCG model itself is not great (IMO) but not the end of the world, but also the no-reprint policy, the ultra-rares, etc, all just feels like late 90's early 2000's era Magic distribution.

Are there any positives to the distribution model (from the player side) that they seem to be adopting?


As Munchkin is a parody of roleplaying games, poking fun at various bits of RPGs from all time, the new Munchkin Collectible Card Game pokes fun at TCGs and CCGs. The extremely rare cards, for example, are primarily for collectors and are not needed for powerful decks. Many of the rarest cards are alternate art cards of commons and uncommon cards.

For those interested in the reprint policy, please see this:

http://munchkinccg.game/news/2017/oct/reprint-policy/

The most important part of the reprint policy is the info on reprinting individual cards and protected cards.


 
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Joe none
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I am actually quite happy by this decision for making the ultra rare cards not all OP chase cards. I think the fun in chasing the rares for Munchkin, as far as I can tell, will just to be "I have this cool version of the card and you don't" but we're both still on equal footing when playing the game. Really cool decision SJG!

As with all Munchkin stuff, there's so many rare items to play the game with (bookmarks, promos from other games, etc), so I can't wait to see what all gets introduced down the road as ultra rare collectible cards for the CCG game.
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Philip Reed
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Kyle
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corvettejoe wrote:
I am actually quite happy by this decision for making the ultra rare cards not all OP chase cards. I think the fun in chasing the rares for Munchkin, as far as I can tell, will just to be "I have this cool version of the card and you don't" but we're both still on equal footing when playing the game. Really cool decision SJG!


That pretty much covers the plan, yes. You can build some pretty wicked decks using just commons and uncommons, so you don't need to feel that extremely rare cards are necessary to play the game.
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Hunter Shelburne
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The collectible model we're using isn't actually attached to anything retro; this is how pretty much every major collectible card game operates currently. As a parody of CCGs, we tried to make higher rarities interesting, funny, but not necessarily ultra powerful. Lots of them are alternate art versions of lower rarity cards. The distribution model lets you play out of the starters just fine for 2 players and $20, and you can collect, or even draft from boosters if you want. The draft format is great for new players to grow the collection or just to play a different format, and doesn't work as well out of the living card game or deckbuilding model.

As always, there's always the standard Munchkin for folks who don't want to collect the set, or just using the starter decks. Either way, thanks for the feedback!
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