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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 1:55 am  
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French Faggot
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The only card game I ever liked is Munchkin.


If destruction exists, we must destroy everything.
Shuruppak Yuratuhl
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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 7:12 am  
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Obama Zombie
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Aestu wrote:
I really liked Disgaea and FFT. Is this game Xbox 360 only?

This game is available on PS3, too... and if you have a PS3 then you could get Disgaea 3 or wait for Disgaea 4. I don't think it's on the PC but I'm sure there is some emulator out there that could let you give it a try.

Unfortunately, the strategy RPG genre is severely lacking on the Xbox 360... and that makes me sad in the pants. :(
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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 1:21 pm  
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Yuratuhl wrote:
The only card game I ever liked is Munchkin.


One of my friends is a board/card game junkie.

I would consider "Are you a Werewolf" to be a card game, but only because we use cards to determine who is who each round. My group of friends has been playing that for over a decade and we still play it when there are 7+ of us together.

Bang! is a pretty fun game, plays off the 'secret role' mechanic that we always have fun with.

Apples to Apples is amazing. If you're drunk. Or high, though we haven't played it high. Perhaps it's just our group and a twisted sense of humor, but we can have a lot of fun with Apples for such a simple game.

Plague and Pestilence is out of print, but was another game that was great fun. I've seen it compared to Nuclear War, which I haven't had a chance to play.

Flux isn't too bad, it can be played rather quickly and is simple to learn.

Chrononauts was a pretty fun game as well. You have a timeline of lynchpin events in history and it is your job to manipulate the timeline to create a history in line with your goals. Only played this one a few times but it wasn't bad.


Dvergar /
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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 2:26 pm  
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French Faggot
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I wasn't even counting Apples to Apples. That game rules.

I've played Flux before but I've since forgotten all the rules and I can't remember if I liked it.


If destruction exists, we must destroy everything.
Shuruppak Yuratuhl
Slaad Shrpk Breizh
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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 5:42 pm  
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Querulous Quidnunc
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When I was a kid, I had magic cards. Me and my cousin played. We didn't really know all the rules...and we misinterpreted many of the cards I'm sure. I remember there was this one card I had that was so sweet...it was basically a godwinning card...I must have been reading it wrong.


In any case, I know of people who still play a lot of magic...I see them in comic book stores having little tournaments at night. I doubt they get more pussy than I do, which is depressing.

Also, anime and japanese stuff is weird. Weird culture. What's their obsession with small women? Have you ever heard about this? They have porn movies with like tiny women who could fit in the palm of your hand. It's like a thing over there.

Now I'm rambling...I'll stop.

Fuck you Japan, you learned your lesson. Now keep shipping us electronics, pokemon, and MLB pitchers.


Azelma

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 Post subject: Re: Record of Agarest War
PostPosted: Wed Jun 22, 2011 9:04 pm  
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Flux's rules are all out on the table and change when people play a new rule card (hence the name). It starts out draw 1 play 1, but there are new rules you can play that changes the rules to draw more, play more, reverse order, etc. It's a good game for people who aren't quite adept at gaming or have trouble remembering a bunch of rules.


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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 3:35 am  
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French Faggot
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Oh yeah. I've played Flux as a drinking game. It's awesome.


If destruction exists, we must destroy everything.
Shuruppak Yuratuhl
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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 9:39 am  
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Obama Zombie
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Dvergar wrote:
Flux's rules are all out on the table and change when people play a new rule card (hence the name). It starts out draw 1 play 1, but there are new rules you can play that changes the rules to draw more, play more, reverse order, etc. It's a good game for people who aren't quite adept at gaming or have trouble remembering a bunch of rules.

Like Uno?
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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 11:16 am  
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Eturnalshift wrote:
Dvergar wrote:
Flux's rules are all out on the table and change when people play a new rule card (hence the name). It starts out draw 1 play 1, but there are new rules you can play that changes the rules to draw more, play more, reverse order, etc. It's a good game for people who aren't quite adept at gaming or have trouble remembering a bunch of rules.

Like Uno?


The game starts with one deck and the base rule. The base rule is always Draw 1, Play 1. The object of the game is to play keepers (Cards that are nouns like war, tv, chocolate, bread) and have the correct keepers to complete the objective.

Each turn you just follow the rules on the board, so the first turn always starts draw 1 play 1, but you can play a rule from your hand with that one. Say you play a new rule: Play 3. Now you have to play two more cards because the rules changed. If you don't play any more new rules it goes to the next person and they have to draw one and play three. There are action cards that do things like trading hands, removing rules, randomizing everyone's keepers. There are also different rules like hand limits, play all, keeper limit and some others I am forgetting.

The objective cards are usually two certain types of keepers (War and Peace, Chocolate and Milk).

It's a very simple game, I haven't played it as a drinking game but I could definitely see that working pretty well.

http://www.wunderland.com/LooneyLabs/Fluxx/


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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 4:54 pm  
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Dvergar wrote:
The game starts with one deck and the base rule. The base rule is always Draw 1, Play 1. The object of the game is to play keepers (Cards that are nouns like war, tv, chocolate, bread) and have the correct keepers to complete the objective.

Each turn you just follow the rules on the board, so the first turn always starts draw 1 play 1, but you can play a rule from your hand with that one. Say you play a new rule: Play 3. Now you have to play two more cards because the rules changed. If you don't play any more new rules it goes to the next person and they have to draw one and play three. There are action cards that do things like trading hands, removing rules, randomizing everyone's keepers. There are also different rules like hand limits, play all, keeper limit and some others I am forgetting.

The objective cards are usually two certain types of keepers (War and Peace, Chocolate and Milk).

It's a very simple game, I haven't played it as a drinking game but I could definitely see that working pretty well.

http://www.wunderland.com/LooneyLabs/Fluxx/

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Star Wars CCG and Star Trek CCG worked the same way - you play an Objective card at the start of the game, then try to achieve that objective by having certain cards in certain places. Typically you would also play Incidents or Events or Effects to define how many cards you could draw or to allow you to discard a card of a certain type to draw another.

The problem with that paradigm is that it causes certain cards to become absolutely crucial - the Objective card, or the Guardians - and you have to have a specific set of related objectives and support cards to make such a deck. It also has the effect of making the game much more staid because unlike in Magic where the objective is always the same - deplete your opponents' life - and there are complex mechanics leading from start to finish open to endless permutations of implementation, orienting the game entirely around an objective makes your strategy confined by your choice of objective and its associated metagame.

This means you have to maintain a large but fairly uninteresting library to support your Objective.

It's also much harder to balance the game like that. There will almost always be one optimal strategy and one optimal objective. The flip side of Magic's complex rules is that complexity tends to prevent any one strategy from being overpowered.


Aestu of Bleeding Hollow...

Nihilism is a copout.
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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 8:56 pm  
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It's not a ccg like magic, it's just one set deck that everyone shares. The strong point of the game is it's simplicity, I've found it's great for kids.


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 Post subject: Re: Record of Agarest War
PostPosted: Thu Jun 23, 2011 9:16 pm  
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Aestu wrote:
The flip side of Magic's complex rules is that complexity tends to prevent any one strategy from being overpowered.


play mountain
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tap the lotus.
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tap mountain
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have the rules changed much? :P


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 Post subject: Re: Record of Agarest War
PostPosted: Fri Jun 24, 2011 12:45 am  
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Since Black Lotus and Channel have been banned for almost 20 years now, I'd say yeah, they have.


Aestu of Bleeding Hollow...

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 Post subject: Re: Record of Agarest War
PostPosted: Fri Jun 24, 2011 7:08 pm  
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Aestu wrote:
Since Black Lotus and Channel have been banned for almost 20 years now, I'd say yeah, they have.


I researched this.

You're wrong. Black Lotus, in vintage style gameplay, has been restricted since 1994 to 1 per deck. I stopped playing in 1995, and it was perfectly legal to have a lotus at that time.

"Standard" gameplay, is a later design that required people to use specific sets of cards, enabling the company to force people to pay for new sets.

http://wiki.mtgsalvation.com/article/Restricted_cards


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 Post subject: Re: Record of Agarest War
PostPosted: Fri Jun 24, 2011 8:40 pm  
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I don't understand how to play these Pokemon, Yugioh, Magic, etc. card games.
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