Glad to see you reviewed this one. Went to a prerelease not expecting antigone and had a great time with it. I'd been pretty uninterested in it originally but actuality playing it changed my perspective completely
I did 3 prereleases and the almost universal feeling there was that everyone was having a blast. I had been play demo games all week and was starting to get into the groove but playing against people revealed just how rewarding it is. The cards themselves are generally simple but the back and forth and sequencing while trying to predict your opponents moves made those mechanics that were perhaps a bit derivative feel incredible. I mostly ended up giving this a shot after Lorcana left such a bad taste in my mouth, but now I've gotten two friends into it and there are a ton of others who seem down for things like weekly play. And I'm happy that there likely won't be any super expensive payout cards, keeps the sharks who don't play away. Also Vader is indeed a menace.
The official easy way to split land and space is just your leader and base in the middle, the moment one card is down it defines which lane is that type, so you don't really need anything specific. if there's a ground troop in a lane, that makes the other the space etc.
@@CardGameCrypt The set is "Twilight of the Republic", which is relatable to both the prequels and the sequels. EP 7 we literally see the Republic get destroyed. Even if that wasn't really referenced in the remaining movies. I feel like that's a highly forgotten part of the sequels. The republic was just decimated. Where again, "Shadows of the Galaxy" has a more phantom menace theme to it. The sith in hiding beginning to reveal themselves. But still also usable to the First Order as well. So either title works for either trilogy tbh.
"super easy, barely an inconvenience." Was that a Pitch Meeting reference at 2:03? Also surprised you didn't mention Star Wars: The Deck-Building Game by Fantasy Flight.
smdh people are acting like it needs to be the second coming for it to be worth looking at It's a solid game system! The ideas are there, it feels unique to the big 3 (even if it leans on the MTG side of the equation like 90% of games do), everything feels as it should, and most problems are easy fixes as soon as set two. It's just a fun game. Will it set your world on fire? No, but most things won't. Is it a better gameplay system and loop than its contemporary competitors of Lorcana and One Piece? I absolutely think so, and despite (somehow, thanks Disney) having the weakest IP hype of the three, I hope that the quality of the gameplay design does its part in making it thrive.
I feel like "Vader is cracked" sets a good tone - one, it's Darth F&$#ing Vader, he SHOULD be scary. And two, they put him in EVERY STARTER DECK, so literally ANYONE can build a busted-ass competitive tournament deck right off the bat. So decks CAN be expensive combos, or you CAN put up a good fight on a low budget, even as a noob. I mean, I started looking into this game as lukewarm as Kohdok, but after some plays, I'm absolutely hooked. It may not do anything new, but it does everything incredibly well.
I really enjoyed Star Wars Destiny, but still think Star Wars CCG from Decipher is the definitive Star Wars card game. Gonna try out unlimited though because I can’t help myself!
A good way of indicating ground and space would be a Vertical playmat with art of a landscape at night. Put ground units on the landscape. Space units on the sky. And I shall wait for a Mandalorian deck to be possible (possible, not “viable” or “good”)
I've been following this game since late last year since Im a huge SW fan and I've been having fun. I do hope we get space leaders at some point, that would be pretty neat. I do admit having to track everyone's HP can get a bit cumbersome at times.
About paper packs. Magic has this habit of having everything covered in plastic, but one pack is in paper, so is eco friendly as long as you ignore all the plastic before it. Does the Star Wars tcg lacks plastic?
Looks like the same wrappers that fab uses which is completely recyclable. Note: if you don’t actually recycle the paper packs most studies show they are worse than plastic
There is a gunship card which can attack ground units and decreases their power. But I guarantee it's an idea they'll explore down the line. Like a u-wing that serves a utility purpose in space but is a heavy beater on the ground.
I also played Vader at both prereleases I attended and went undefeated in both. Didn't even have a bunch of rares or anything, each deck played just 1 rare. Vader was just that good, it didn't take much to build around him in this format.
Vader isn’t all that. My son and I have been following since it was announced and printed some cards up to play a bit over the last few months. We both cleaned house at our pre-release with Boba Fett and Thrawn
This game is INSANE... not just fine. If you know game design, this is the creme de la creme. And this set is SO BALANCED it is crazy. Possibly the most balanced set ever created in any TCG ever.
I can't really comment playability, but from a collecting/fandom standpoint, man those are some poor extended art cards. Honestly feels like the extended art ones should be the normal ones and save the extended art to cards that actually have something worth showing. At least the art overall looks nice and kinda varied!
I've just got too many things going on right now (D&D, MTG, Lorcana and board games)...but the 2 player starter decks look fun so I'll very likely pick one of those up for me and my friend to play through once in a while.
“Fine” is simply not good enough. Nobody builds a collection and goes to tournaments for a game that’s “fine”. If they don’t find a way to make this game truly unique and enjoyable, it’s doomed. The license won’t carry this product on its back, and their last two attempts should have shown them that.
So many people play games that are less than fine, which mechanics we've seen hundreds of times. Lorcana is more vanilla than vanilla ice cream, basically all Bandai games share the same basic combat mechanics, etc. SWU is already better and different from most games on the market now. I don't think Kohdok mentioned that this game uses alternating actions, not just the normal "I have a whole turn, then you have a whole turn"
If you liked this, you should look into Elder Scrolls Legends. It's digital and dead but still playable. It has 2 lanes (with effects) and a rune system where for every 5 life you from the starting 30, you draw a card (and there were certain card interactions with it).
I find it strange that so many card games are embracing the mechanic of giving units/creatures HP or life counts that must be tracked over time and depleted to zero to destroy the unit like in Pokemon. Sure, in a game like Healthstone, where everything is digital and automated, the players don't have to keep track, since the game does it for you, but in physical, paper card games? Idk, call me crazy, but 9 times out of 10, that mechanic is tedious. The more units each player has in play, the more individual health bars you have to keep track of, not to mention each player's health bar, it just becomes a pain in the ass after a while. Is it so wrong to simplify battle to "the weaker unit dies" without HP? The shield mechanic improved upon life points, but it feels like we're actually devolving by giving every unit its own health bar.
speaking as someone working on a game that just uses a system where damage is all or nothing, and swinging at or over an opponent's HP takes them out, while you gain the benefit of not having to track health, you lose out on a lot of stuff in the process, you can't gradually wear an opponent down at all, you can't have any effects that trigger based on damage or while having partial health, you can't have strategies that involve dealing low amounts of spread damage across multiple units. simplification often comes with tradeoffs you have to account for, much like say, not working with summoning sickness or any kind of buffer that keeps players from acting with creature cards they play right away. it's one less thing to track but as a consequence you lose out on the design space it would provide, and sometimes have to work with newer design restraints imposed by the absence of that mechanic.
@@Ehibika Thanks for the reply. I think what you said makes a lot of sense. I suppose to some degree a lot of these elements are subjective, certain players will prefer some elements over others. There's no accounting for taste. That being said, we can still determine that the move from life points to shield mechanics is a genuine innovation, because it turns player life (a stat that serves little purpose until the last hit) into a natural catch-up mechanic which actually makes taking damage a fun event with an element of luck and excitement (I wonder what card I'll get if I take 1 more hit, maybe it will be the tool I need to come back). I guess imo even tho it is ultimately down to preference, as you design a game, when in doubt, you should err on the side of mechanics that serve to keep the gameplay quick, simple, and exciting. The introduction of unit HP could make for a cool experience if done in a creative and unique way, but it seems like a lot of games are just sticking it in without a clear vision of how they're going to make it fun this time. If you're going to be derivative and borrow mechanics that other many other popular games use, at least steal the BEST mechanics on offer. The first mechanics I would cut or radically change would be those that hinder the potential of the popular games, as it gives you a chance to improve upon their efforts.
@@marvelsandals4228 it certainly sounds like a good idea but in practice, not every mechanic is applicable to every type of game. The shield system in games like duel Masters is really cool but what happens if your game is victory based? Or if you cannot attack the opposing player or a leader card serving as a stand-in for them? You could do what cookie run braverse does and used cards as HP for individual creatures but that comes with its own design quirks, like you've noticed how you can only ever have 2 characters on the field at once. In the end, it all depends on the kind of game you're trying to make, like with our project, the reason we don't track HP is because tokens are committed to tracking a different important value, and that's creature size. You see, a creature's size and play cost are tied to each other and you can pay additional resources to make a create bigger, size is an important and major mechanic to the game so we opted for a bigger-nunber-wins type of system for battle instead of having to track HP. It's also kind of connected to why a lot of newer tcgs don't bother with instant speed cards, it complicates rulings to a substantial degree, which is a tall ask for a new game, and the payout isn't even all that high because it's mostly just used for negates and counterspells. People make grumble about lack of "interaction" and not being able to play cards on their opponent's turn, but that always comes at a steep cost that could put the adoptability of your game at risk
People should be aware the developers have stated that there will be large print runs as to not drive up the cost of cards. They are putting players first.
Personally I hate games that use non resources card as resources because Iike you said in the life decking episode I prefer playing my cards, I put that card in my deck for a reason and that is to play it at some point, even if I didn’t need it at the time which is were mulligan and tutoring /drawing mechanics come to play in situation like these over putting the card as resource and unable to play it later or the rest of the game for that matter
This was a really solid review, and I think it'd be awesome if they did make leaders that transform into space units in the future! I had tons of fun at my prerelease event, and love the game so much I made a channel dedicated to it! First videos this weekend for anyone interested :) Be sure to throw Kohdok a like a sub!
Even though i am not the biggest fan of the comic book artstyle they are going for, i think its alright. What absolutely breaks this game for me, are the card borders and layouts. They are so busy and over designed with clashing color schemes, which are an absolute eye-sore to look at. Also, its so odd that the first set already has borderless and bordered cards. Every star wars fan loves this franchise for its characters, and will buy this card game because of them. Why didn't they just make every card full art right away? And the last thing: having some cards being in portrait mode, while some are in landscape mode is just such an unpleasent thing to look at. This will make the collecting experience when opening up packs and filling up a binder unnescessarily bad All in all: you get mid af gameplay with mid af cards compared to other games. The only thing this game has going for it, is the fact that its star wars.
My LGS was doing that release event at the same time as the Digimon deck prerelease event I was there for. I hadn’t even heard of the game before then. We had about the same amount of people for digimon as the Star Wars event, which I don’t think bodes well. I am surprised they didn’t add the IP to Lorcana, instead of having it be its own thing. Not timing the release to May 4th also seems like a missed opportunity.
@@tesla6938 it is anecdotal, but I think it worth noting. I’m mostly looking at it from the marketing side of things, with the point being that I don’t think this game has been advertised well. I pay attention to general TCG news and had never heard of it, and I think the turnout I saw was a reflection of poor marketing. The May the 4th comment wasn’t meant to be taken as “They should have released it on that Monday” it was more of that general time frame. Most people are EXPECTING Star Wars stuff to drop in that timeframe, anyway. I think more people would have come across this game more casually at a time when they are actively looking for new Star Wars things, rather than a random weekend in March.
@@madisney123 you’re right in that their marketing hasn’t been the best but they’ve done enough community building and working in content creators that the game will spread faster after release
As someone who went into trying the game absolutely HATING Star Wars, I’m now hooked. This is the first game I’ve played in AGES where no matter what I can PLAY the game! The mana system being any card, plus the alternating actions, it lets everyone get to do something. As opposed to Magic where mana screw is an issue for at least one player in any given commander game, or Pokémon where you can easily brick and lose (in the regular best of one format) or yugioh where negates have the potential to lock out a player on the first turn.
I'm also someone who quickly fell out of love with Star Wars as I got older, so the IP isn't an incentive to me; if anything, I've got franchise fatigue. While the game itself seems functionally fine, the cards themselves just look so unappealing to me. From layout to general aesthetics, these don't do anything for the part of my brain that loves looking at cards from MtG, YGO, Pokemon, and Digimon
Star Wars IP doesn’t carry anymore, it just doesn’t. Maybe if the IP gets sold to another party but people are very much “done” with Star Wars currently
Pretty mid :/ I never got to play Star Wars Destiny physically and wish I did - I only found out about it 2 years ago after it was dead - this game doesn't feel unique at all I am not impressed
Mechanically I like it , but god do I personally dislike the artwork. It's too cartoony and feels like I'm playing some baby version of a real game. At the end of the day I've been burned too many times by a SW card game to try yet again for the (third? fourth?) time.
Are we still making "lmao Jar Jar sucks" jokes in Current Year after knowing that Ahmed Best, his actor, came close to suicide over the reaction to his role?
Idk what people like yourself hope to accomplish by making these comments. As if all of a sudden people will care and apologize or something. Nobody cares. Best to just get over stuff like that.
don't care for the IP or the art/border style, and the gameplay doesn't seem super interesting either. so this gets a big "meh" from me. on the other hand, lorcana is getting more interesting with every set imo and brewing decks for it is very fun.
The art and design is kinda meh Gameplay and deck building is nothing too surprising Seems like a mid game that just wont catch up the hype from lorcana and OP, it had to come before them to have a chance
I personally disagree. The gameplay is probably the healthiest out of any card game out right now. Decisions matter a lot since you take turns by taking actions and feels very rewarding when you pull off a win with how back and forth the game is. I know this guy kept saying Hearthstone a lot, but I'd say it's more Legends of Runeterra over that since you both play on the same turn. And LoR has great turn mechanics. It's just hindered by their "small indie company" Riot Games leadership lol. I agree the art is kinda meh rn. But it does have the ability to surpass one, if not both Lorcana and OP, especially if the art improves. I personally fell out of love of Lorcana because of its gameplay. The art slaps still and OP is just an improved iteration of Digimon where I've already invested in that game. I do like that the health mechanics in OP are less reliant on random life checks (the prize card mechanic that works as a shield). But OP as an IP doesn't interest me enough to jump ship from another card game to play it.
Alternating actions is cool, but as LoR unfortunately didnt do well, I also dont think it is enough here. Lorcana gameplay is poor, but that is also an advantage as the game is atractive to non-tcg players @@manwithnoname9580
I actually really like this game. It checks all the boxes for me, and the License doesnt hurt it either. It's gonna be my main game moving forward.
i think the licensee actually helps it, it gives a reason to make some cards simpler and some more unique
Glad to see you reviewed this one. Went to a prerelease not expecting antigone and had a great time with it. I'd been pretty uninterested in it originally but actuality playing it changed my perspective completely
I did 3 prereleases and the almost universal feeling there was that everyone was having a blast. I had been play demo games all week and was starting to get into the groove but playing against people revealed just how rewarding it is. The cards themselves are generally simple but the back and forth and sequencing while trying to predict your opponents moves made those mechanics that were perhaps a bit derivative feel incredible. I mostly ended up giving this a shot after Lorcana left such a bad taste in my mouth, but now I've gotten two friends into it and there are a ton of others who seem down for things like weekly play. And I'm happy that there likely won't be any super expensive payout cards, keeps the sharks who don't play away.
Also Vader is indeed a menace.
Hearthstone combat with 2 lanes sounds like elder scrolls legends
The official easy way to split land and space is just your leader and base in the middle, the moment one card is down it defines which lane is that type, so you don't really need anything specific. if there's a ground troop in a lane, that makes the other the space etc.
Waiting for a Gungan archetype
Set 3 is "The Fall of the Republic" so fingers crossed we get some silly Gungan and Battle Droid decks
Droideka Deck HeHeHeHe
"Yousa been very bad. Now let meesa cook up some bombad plays!"
@@CardGameCrypt The set is "Twilight of the Republic", which is relatable to both the prequels and the sequels. EP 7 we literally see the Republic get destroyed. Even if that wasn't really referenced in the remaining movies. I feel like that's a highly forgotten part of the sequels. The republic was just decimated. Where again, "Shadows of the Galaxy" has a more phantom menace theme to it. The sith in hiding beginning to reveal themselves. But still also usable to the First Order as well. So either title works for either trilogy tbh.
@@manwithnoname9580shadows will be more scum
Clever use of Holst's Mars since it was a heavy inspiration for the Imperial March and other segments of the original Star Wars soundtrack.
Nice Review i really appreciate these videos
having jammed a lot of games pre prerelease, this game is *good* IMO. really exciting game i think.
"super easy, barely an inconvenience." Was that a Pitch Meeting reference at 2:03?
Also surprised you didn't mention Star Wars: The Deck-Building Game by Fantasy Flight.
You need to get all the way off his back about that reference!.
Wow wow wow
Wow @@madquest8
This game was great honestly at pre release. Had alot of funfrom a magic player.
Waiting for a “Qui-Gon” leader
I think the prequel era is going to be set 3
@@randomusername3445set 2 or 3. Both set titles work for both trilogies.
smdh people are acting like it needs to be the second coming for it to be worth looking at
It's a solid game system! The ideas are there, it feels unique to the big 3 (even if it leans on the MTG side of the equation like 90% of games do), everything feels as it should, and most problems are easy fixes as soon as set two. It's just a fun game.
Will it set your world on fire? No, but most things won't. Is it a better gameplay system and loop than its contemporary competitors of Lorcana and One Piece? I absolutely think so, and despite (somehow, thanks Disney) having the weakest IP hype of the three, I hope that the quality of the gameplay design does its part in making it thrive.
SCREW LORCANA I HAVE A
TIE-INTERCEPTOR!
Seriously though, I read an article of the Meta, Gambling, Pricing on Lorcana, it's Baaaaaaaaaad.
I feel like "Vader is cracked" sets a good tone - one, it's Darth F&$#ing Vader, he SHOULD be scary. And two, they put him in EVERY STARTER DECK, so literally ANYONE can build a busted-ass competitive tournament deck right off the bat. So decks CAN be expensive combos, or you CAN put up a good fight on a low budget, even as a noob. I mean, I started looking into this game as lukewarm as Kohdok, but after some plays, I'm absolutely hooked. It may not do anything new, but it does everything incredibly well.
Reminds me of early Yugioh too. Blue Eyes and Dark Magicians were basically handed out and really defined the early few years of the game.
Undefeated!! Cool! Kudos, Kohdok!
Reminds me a bit of Valve's Artifact, with the lanes and the initiative system.
the holographic cards look nice
Now I'm gonna have the Boss defeat theme from Rayman in the head for a week. Th-thanks.
No clue why that is. I didn't use it.
@@Kohdok You didn't have to. Anything close to it triggers me. It's a whole thing, don't beat yourself up over it.
Fingers crossed, but I would not hold my breath for another Star Wars card game 😅
If it takes off into space I'm gonna follow it like Kenobi did with Mr. Fett.
Starwars names confuse me.
lol “weighted” in space
2:00 nice Ryan George reference
Woah something current star wars related that doesn't look like it totally sucks. I'm impressed also waiting for the Padawan archetype.
I really enjoyed Star Wars Destiny, but still think Star Wars CCG from Decipher is the definitive Star Wars card game. Gonna try out unlimited though because I can’t help myself!
Love this game been playing for a few months, so good
Hearthstone came from WOW tcg, had Stealth that gets through Taunt, and same resource mechanic.
This was a great, quick look at the game! I'm loving it all so far!
A good way of indicating ground and space would be a Vertical playmat with art of a landscape at night. Put ground units on the landscape. Space units on the sky.
And I shall wait for a Mandalorian deck to be possible (possible, not “viable” or “good”)
I've been following this game since late last year since Im a huge SW fan and I've been having fun. I do hope we get space leaders at some point, that would be pretty neat. I do admit having to track everyone's HP can get a bit cumbersome at times.
About paper packs. Magic has this habit of having everything covered in plastic, but one pack is in paper, so is eco friendly as long as you ignore all the plastic before it.
Does the Star Wars tcg lacks plastic?
Looks like the same wrappers that fab uses which is completely recyclable. Note: if you don’t actually recycle the paper packs most studies show they are worse than plastic
star wars tcg is all paper
@@ajbrown1708what studies are you looking at? i’d like to see them
looks good
The land and space battles reminds me of a Gundam TCG I was brewing. Only difference is that some units were hybrid and could in either lane
There is a gunship card which can attack ground units and decreases their power. But I guarantee it's an idea they'll explore down the line. Like a u-wing that serves a utility purpose in space but is a heavy beater on the ground.
Man that sign off comment aged like milk
Fine 😂😂😂 This game is crazy good.
So. Just curious. What do you recommend for a science fiction card game. Starwars is always cool but just curious
I also played Vader at both prereleases I attended and went undefeated in both. Didn't even have a bunch of rares or anything, each deck played just 1 rare. Vader was just that good, it didn't take much to build around him in this format.
Vader isn’t all that. My son and I have been following since it was announced and printed some cards up to play a bit over the last few months. We both cleaned house at our pre-release with Boba Fett and Thrawn
This game is INSANE... not just fine. If you know game design, this is the creme de la creme. And this set is SO BALANCED it is crazy. Possibly the most balanced set ever created in any TCG ever.
3:30 The cards with bad art . . . A whole lot of those.
I may get a box to see whats up. Hopefully, i can build 2 or 3 deck in a box
I can't really comment playability, but from a collecting/fandom standpoint, man those are some poor extended art cards. Honestly feels like the extended art ones should be the normal ones and save the extended art to cards that actually have something worth showing.
At least the art overall looks nice and kinda varied!
It seems a lot better than Star Wars TCGs of the past. Seems a lot more straightforward
I've just got too many things going on right now (D&D, MTG, Lorcana and board games)...but the 2 player starter decks look fun so I'll very likely pick one of those up for me and my friend to play through once in a while.
Kohdok sounds a lot like arlo
Derivative.
Aside from the Deck-building system.. I don't think this game has ANYTHING I've never seen before.
While I think a game can iterate on existing ideas and still feel good or even unique, this one really doesn't wow me either
“Fine” is simply not good enough. Nobody builds a collection and goes to tournaments for a game that’s “fine”. If they don’t find a way to make this game truly unique and enjoyable, it’s doomed. The license won’t carry this product on its back, and their last two attempts should have shown them that.
So many people play games that are less than fine, which mechanics we've seen hundreds of times. Lorcana is more vanilla than vanilla ice cream, basically all Bandai games share the same basic combat mechanics, etc. SWU is already better and different from most games on the market now. I don't think Kohdok mentioned that this game uses alternating actions, not just the normal "I have a whole turn, then you have a whole turn"
@@DuelingMarualtered tcg is basically star wars unlimited without the IP
? This game is great isn't fine. It's awesome.
Counterpoint: People play Yu-Gi-Oh
@@DuelingMaru Tell, me, is it better than "My whole turn?"
The game is solid, which for a new tcg is necessary to establish a healthy fan base and a strong player base. This one will last, at least a few sets!
Nice review. Thanks.
If you liked this, you should look into Elder Scrolls Legends. It's digital and dead but still playable. It has 2 lanes (with effects) and a rune system where for every 5 life you from the starting 30, you draw a card (and there were certain card interactions with it).
I like this game. Also wondering if anyone here liked the star wars LCG? Im 4 force oacks from having the whole thing.
I find it strange that so many card games are embracing the mechanic of giving units/creatures HP or life counts that must be tracked over time and depleted to zero to destroy the unit like in Pokemon. Sure, in a game like Healthstone, where everything is digital and automated, the players don't have to keep track, since the game does it for you, but in physical, paper card games? Idk, call me crazy, but 9 times out of 10, that mechanic is tedious. The more units each player has in play, the more individual health bars you have to keep track of, not to mention each player's health bar, it just becomes a pain in the ass after a while. Is it so wrong to simplify battle to "the weaker unit dies" without HP? The shield mechanic improved upon life points, but it feels like we're actually devolving by giving every unit its own health bar.
speaking as someone working on a game that just uses a system where damage is all or nothing, and swinging at or over an opponent's HP takes them out, while you gain the benefit of not having to track health, you lose out on a lot of stuff in the process, you can't gradually wear an opponent down at all, you can't have any effects that trigger based on damage or while having partial health, you can't have strategies that involve dealing low amounts of spread damage across multiple units.
simplification often comes with tradeoffs you have to account for, much like say, not working with summoning sickness or any kind of buffer that keeps players from acting with creature cards they play right away. it's one less thing to track but as a consequence you lose out on the design space it would provide, and sometimes have to work with newer design restraints imposed by the absence of that mechanic.
@@Ehibika Thanks for the reply. I think what you said makes a lot of sense. I suppose to some degree a lot of these elements are subjective, certain players will prefer some elements over others. There's no accounting for taste. That being said, we can still determine that the move from life points to shield mechanics is a genuine innovation, because it turns player life (a stat that serves little purpose until the last hit) into a natural catch-up mechanic which actually makes taking damage a fun event with an element of luck and excitement (I wonder what card I'll get if I take 1 more hit, maybe it will be the tool I need to come back). I guess imo even tho it is ultimately down to preference, as you design a game, when in doubt, you should err on the side of mechanics that serve to keep the gameplay quick, simple, and exciting. The introduction of unit HP could make for a cool experience if done in a creative and unique way, but it seems like a lot of games are just sticking it in without a clear vision of how they're going to make it fun this time. If you're going to be derivative and borrow mechanics that other many other popular games use, at least steal the BEST mechanics on offer. The first mechanics I would cut or radically change would be those that hinder the potential of the popular games, as it gives you a chance to improve upon their efforts.
@@marvelsandals4228 it certainly sounds like a good idea but in practice, not every mechanic is applicable to every type of game.
The shield system in games like duel Masters is really cool but what happens if your game is victory based? Or if you cannot attack the opposing player or a leader card serving as a stand-in for them?
You could do what cookie run braverse does and used cards as HP for individual creatures but that comes with its own design quirks, like you've noticed how you can only ever have 2 characters on the field at once.
In the end, it all depends on the kind of game you're trying to make, like with our project, the reason we don't track HP is because tokens are committed to tracking a different important value, and that's creature size.
You see, a creature's size and play cost are tied to each other and you can pay additional resources to make a create bigger, size is an important and major mechanic to the game so we opted for a bigger-nunber-wins type of system for battle instead of having to track HP.
It's also kind of connected to why a lot of newer tcgs don't bother with instant speed cards, it complicates rulings to a substantial degree, which is a tall ask for a new game, and the payout isn't even all that high because it's mostly just used for negates and counterspells. People make grumble about lack of "interaction" and not being able to play cards on their opponent's turn, but that always comes at a steep cost that could put the adoptability of your game at risk
Waiting for a junk droid archetype
Palpatine is 1 of 8 rare leaders out of a total of 18
People should be aware the developers have stated that there will be large print runs as to not drive up the cost of cards. They are putting players first.
Personally I hate games that use non resources card as resources because Iike you said in the life decking episode I prefer playing my cards, I put that card in my deck for a reason and that is to play it at some point, even if I didn’t need it at the time which is were mulligan and tutoring
/drawing mechanics come to play in situation like these over putting the card as resource and unable to play it later or the rest of the game for that matter
vader is good just not as good as you say, but in prerelease he’s a bit better cause he’s consistent
This was a really solid review, and I think it'd be awesome if they did make leaders that transform into space units in the future! I had tons of fun at my prerelease event, and love the game so much I made a channel dedicated to it! First videos this weekend for anyone interested :)
Be sure to throw Kohdok a like a sub!
Luke but its a Red Leader variation that turns into a space unit would be really cool.
"It plays like Hearthstone..." Which is just a MtG clone lol
If there had to be one card craked out the ass, it obvioulsy was going to be Vader
Destinies is excellent.
You sound so so on the game but while explaining the rules it sounds like you quite liked it.
13:00 😂😮😢 Me who went all out after just hearing about Star Wars a few days ago and got 7 boosters and 2 prerelease 💀 😂
this game is actually very simillar to thee japanese gundam nex-a war game, this game is a bit more sped up and swapping the the turns for 1 action.
how come they can never make a good star wars card game?
You mean make a star wars card game that YOU like.
Whelp- time to start another card hobby
Even though i am not the biggest fan of the comic book artstyle they are going for, i think its alright.
What absolutely breaks this game for me, are the card borders and layouts. They are so busy and over designed with clashing color schemes, which are an absolute eye-sore to look at.
Also, its so odd that the first set already has borderless and bordered cards. Every star wars fan loves this franchise for its characters, and will buy this card game because of them. Why didn't they just make every card full art right away?
And the last thing: having some cards being in portrait mode, while some are in landscape mode is just such an unpleasent thing to look at. This will make the collecting experience when opening up packs and filling up a binder unnescessarily bad
All in all: you get mid af gameplay with mid af cards compared to other games. The only thing this game has going for it, is the fact that its star wars.
Shoutout to "Fett's Firespray." Good lord....🙄
Interesting
To me, it's a better pick than lorcana just from the fact that it's cheaper
thats why you buy singles. instead of gambling with packs
Star Wars Destiny was and is excellent
My LGS was doing that release event at the same time as the Digimon deck prerelease event I was there for. I hadn’t even heard of the game before then. We had about the same amount of people for digimon as the Star Wars event, which I don’t think bodes well.
I am surprised they didn’t add the IP to Lorcana, instead of having it be its own thing.
Not timing the release to May 4th also seems like a missed opportunity.
your first point is anecdotal, also the 4th is a monday more people working, it also doesn’t really fit the rest of disney
@@tesla6938 it is anecdotal, but I think it worth noting. I’m mostly looking at it from the marketing side of things, with the point being that I don’t think this game has been advertised well.
I pay attention to general TCG news and had never heard of it, and I think the turnout I saw was a reflection of poor marketing. The May the 4th comment wasn’t meant to be taken as “They should have released it on that Monday” it was more of that general time frame. Most people are EXPECTING Star Wars stuff to drop in that timeframe, anyway. I think more people would have come across this game more casually at a time when they are actively looking for new Star Wars things, rather than a random weekend in March.
@@madisney123 you’re right in that their marketing hasn’t been the best but they’ve done enough community building and working in content creators that the game will spread faster after release
As someone who went into trying the game absolutely HATING Star Wars, I’m now hooked. This is the first game I’ve played in AGES where no matter what I can PLAY the game! The mana system being any card, plus the alternating actions, it lets everyone get to do something. As opposed to Magic where mana screw is an issue for at least one player in any given commander game, or Pokémon where you can easily brick and lose (in the regular best of one format) or yugioh where negates have the potential to lock out a player on the first turn.
I'm also someone who quickly fell out of love with Star Wars as I got older, so the IP isn't an incentive to me; if anything, I've got franchise fatigue. While the game itself seems functionally fine, the cards themselves just look so unappealing to me. From layout to general aesthetics, these don't do anything for the part of my brain that loves looking at cards from MtG, YGO, Pokemon, and Digimon
Star Wars IP doesn’t carry anymore, it just doesn’t. Maybe if the IP gets sold to another party but people are very much “done” with Star Wars currently
Card games are the opposite of videogames to me, meaning visuals/graphics matter 100% more than the gameplay.
Give me the r2 d2 leader with wahhhhh
I have also fallen out of love with Star Wars, glad to hear it isnt just me :(
Pretty mid :/ I never got to play Star Wars Destiny physically and wish I did - I only found out about it 2 years ago after it was dead - this game doesn't feel unique at all I am not impressed
Destiny is still fun to this day
@@meltingkrayons5830 Absolutely, I wish more people covered it on yt. The renewed hope sets are really cool!
Going into the Disney sequels will be the death of it.
It's a shame, the LCG was really good, wish they'd been able to continue with that. At this point, I just really don't care anymore.
This game is great, but I agree about the LCG it was one of my favorite games, Call of Cthulhu too
FIRST!
Mechanically I like it , but god do I personally dislike the artwork. It's too cartoony and feels like I'm playing some baby version of a real game. At the end of the day I've been burned too many times by a SW card game to try yet again for the (third? fourth?) time.
I really and I mean REALLY don't like hearthstone. And now, I can't un-see it. Ah well...
More ambush YES, more nuke and more lane destryer no, is just lazy rule very TCG make because they don't know how to make balanced game.
This doesn't look all that interesting, much rather play Lorcana.
Are we still making "lmao Jar Jar sucks" jokes in Current Year after knowing that Ahmed Best, his actor, came close to suicide over the reaction to his role?
Idk what people like yourself hope to accomplish by making these comments. As if all of a sudden people will care and apologize or something. Nobody cares. Best to just get over stuff like that.
The art and card design is so mediocre
don't care for the IP or the art/border style, and the gameplay doesn't seem super interesting either. so this gets a big "meh" from me.
on the other hand, lorcana is getting more interesting with every set imo and brewing decks for it is very fun.
Star Wars card games really just need to stop, they don't work.
This is a very good game system with Asmodee funding it, it will be fine.
The art and design is kinda meh
Gameplay and deck building is nothing too surprising
Seems like a mid game that just wont catch up the hype from lorcana and OP, it had to come before them to have a chance
I personally disagree. The gameplay is probably the healthiest out of any card game out right now. Decisions matter a lot since you take turns by taking actions and feels very rewarding when you pull off a win with how back and forth the game is. I know this guy kept saying Hearthstone a lot, but I'd say it's more Legends of Runeterra over that since you both play on the same turn. And LoR has great turn mechanics. It's just hindered by their "small indie company" Riot Games leadership lol. I agree the art is kinda meh rn. But it does have the ability to surpass one, if not both Lorcana and OP, especially if the art improves. I personally fell out of love of Lorcana because of its gameplay. The art slaps still and OP is just an improved iteration of Digimon where I've already invested in that game. I do like that the health mechanics in OP are less reliant on random life checks (the prize card mechanic that works as a shield). But OP as an IP doesn't interest me enough to jump ship from another card game to play it.
Alternating actions is cool, but as LoR unfortunately didnt do well, I also dont think it is enough here. Lorcana gameplay is poor, but that is also an advantage as the game is atractive to non-tcg players
@@manwithnoname9580
At least if I want to buy packs I can with this game unlike One Piece.