CCGaDay Day 10: Favorite tie-in novel/game fiction

(Apologies for the lateness - just finished a two-day Parade of Pain, as I fought with file servers, phone systems, and the furnace at home.)

This is a weird translation from the RPG list to CCGs - often the CCG is the tie-in product itself (licensed from a larger media property), rather than the source material. Magic is of course, the exception that proves the rule, having a line of novels and t-shirts and whatnot. But I've never read the novels, so I can't speak to quality - and obviously it can't be my favorite.


CCGaDay Day 9: Favorite game accessory

CCGs aren't really known for their "accessories". A few games don't have anything but the cards themselves! There's your common tokens or dice to count things (or occasionally roll / flip for extra randomness). But there are a few games with nifty add-ons, and I definitely have a favorite:


CCGaDay Day 8: Favorite card

Well, favorite is kinda tricky. There's lots of cards I like, but which one is my "favorite" changes on a day to day basis depending on my mood, what I'm working on. But generally, I go for cards that are a bit quirky, rather than crazy powerful.

I suspect that generally I would go for Parallax Arguers, since I've made a lot of neat decks abusing that card. But this one always makes me giggle when I see it:


CCGaDay Day 7: Most "intellectual" CCG owned

I'm not entirely sure how to interpret this one.

Is an intellectual game one that is complicated? Or one with lots of words on the cards?

Luckily, I know one that's both: Sim City: The Card Game.

Why is it "intellectual"? Sadly, there doesn't seem to be high-res versions of the cards to link to, but here's the text from one of the cards I have:


CCGaDay Day 6: Favorite CCG I Never Get To Play

The list of games I'd like to play more often is long and exhaustive. But if there was a single game that ,y local group keeps bringing up as "something we gotta get together and play again", it's the Babylon 5 CCG. Why? Because it's easily the best multi-player CCG ever made. And the reason it's the best is because it's designed top to bottom for multiplayer - to the point that it's really terrible at 2-3 players.

CCGaDay Day 5: Most Old School CCG Owned

Taken at face-value, the most "old school" CCG is Magic. But Magic today bears little resemblance to 1993 Magic - mechanics have changed (hey, remember Interrupts, and life before the stack?), so I can't really count it as an "old-school" CCG.

So, let's check out the good ol' Wikipedia page on CCG release dates and see what I own that hasn't been modernized over the last 20 years.


CCGaDay Day 4: Most recent CCG purchase

The most recent CCG (not LCG or other Munchkin-style box set) that I bought for myself (not my daughter) was going in with a couple friends on a box of City of Heroes CCG.

It only had two sets (and BoardGameGeek doesn't even list the second one!), so it can't really be called a success, but it had several neat mechanics, so I hope they reappear in other games. Let's walk through them.


CCGaDay Day 3: First CCG Purchased

This is pretty easy to guess. If my first game played was Trek, and my first tournament was Trek... odds are my first game purchased would be Trek. And you'd be right - 1E Premiere packs, summer of 1995. So.. see you tomorrow?

CCGaDay Day 2: First CCG Tournament Ran

The first real CCG tournament I attended was also one I ran. I say "real" because the only Trek tournaments in town was one store employee who had... shall we say a weak grasp on the rules at best? (And I'm not talking the modern kind of questions that revolve around weird interactions - he messed up on really basic stuff. Like, "OFFICER doesn't count as a leader" level misunderstandings).

CCGaDay Day 1: First CCG Played

Oddly enough, this is a tie for me, between Magic: the Gathering and Star Trek First Edition. Lemme explain.


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