Hello there,
I'm musing about a card game format, in which a player purchases a complete set-starting pool of cards to play with - not unlike your starting card pool in Warhammer, Call of Cthulhu and Game of Thrones LCGs. I am talking about approximately 350-500 cards or so, the equivalent of 1 or 1 1/2 booster/starter displays, speaking the classic CCG language.
The entire game can then be played
--> with an instant variant = the players simply shuffle their shared cardpool deck and can commence play immediately, withour any deck construction. In order to be playable, such a shared deck must include a certain minimum amount of instants, artifacts, resources, locations and action cards, for example.
--> with two customized, constructed decks each player makes from their own pool of cards (your standard CCG/LCG approach). One players gets the Rebels / red Magic colour, while the other player chooses the Empire / black Magic colour.
I see it as a flexible approach to the game itself, since it reduces the possible fuss with building/designing a strong competitive / a weak fun-themed deck. Those keen on deck-building can do so at will, those keen on immediate playing (duel/multiplayer) can also do so, if desired.
In the past, community deck-oriented card games have done poorly, the Super Nova CCG and Gangland! quickly diminished into the unknown. On the other hand, the Middle-Earth ARDA Community Deck Variant shines with uncomplicated, non-competetive and relaxed game play which offers plenty of theme and is overly popular among the game's numerous fans - despite MECCG's defunct state.
What do you think about it ? Any comments are highly appreciated.
I like your packaging concept. Could you please elaborate on that a little bit ? What does 3:2:1 stand for ? How many cards does your base set include ?
"I've been told that boxing too many cards into a single release will cause the price of your printing runs to SKYROCKET, while also increasing the price of any related shipping (because the box is heavier)"
Yes, that makes sense. My question here would be: Dominion and other deck-builders like Thunderstone's base set and/or Dragonspire come with 500-450+ cards in them and still stick to a maximum of 20-30 Euro here in Germany. Of course, bulky packages with 1000 cards in them weigh a good lot . On the other hand, only these large portions cause trouble, not the shipment of a single booster display or so - that would be the same weight as your standard economy board game like Agricola or Dungeon Lords with lots of tokens, counters, figures and a heavy gaming board.
"Plus, if you give them everything at once, what do you have to offer later?"
I don't see that aspect as a problem at all. Again, if I look at Dominion with its pretty simple 6-pages-rules and its gazillions of expansions, it's not a big deal to come up with some creative addition that will expand the original game.
I am not sure...the Game of Thrones LCG Core Set from FFG has enough cards for 4 players. How many cards does it include ?
"I think that the major difference is that people *know* what they're getting in this method, and are not encouraged to trade, which is the usual hallmark of TCG/CCG titles."
Yes, that is true. The trading stuff always ends up in a spiral of "who has the most money to spend on the game?".
At this moment, if I would be an active magic player, I cannot think of a reason not to buy specific M:tG or Pokemon cards on eBay or in online shops. Why waste my money on booster packs of unknown content while I want to have a certain card or a set of it for my deck? What do I do with all these worthless bad rares or whole booster packs that contain the same boring common cards ? Yes, there is an exciting gambling element, when I rip apart a new booster hoping for that ultra-mega-rare card that no other kid has yet.
But I still would exchange that exciting moment for the solid feeling that I get with
a.) buying stuff that I want to buy, not a pig in a poke
b.) in a quantity that is completely sufficient for the game's deckbuilding aspects
The way I see it, most gamers are attracted to a solid game design and a reasonable price/content-ratio, not holofoil, chase or ultra-rare cards/other collector's gimmicks.