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Showing posts with label Magic: The Gathering. Show all posts
Showing posts with label Magic: The Gathering. Show all posts

Saturday, December 7, 2013

Running the Net for Fun and Profit



Now, I'm not going to claim that Android: Netrunner is the best tabletop game ever made.  (It might be.)  I'm not even going to explain why I think you, dear reader, should play it.  (You should.)  I just wanted to express my thoughts on the game, and what I think it does and does not do successfully.

But first, some background information.


What is Android: Netrunner?

Android: Netrunner is a Living Card Game from Fantasy Flight Games.  Like FFG's other Living Card Games, A:N has a core set of cards that new players can purchase to dive into the game, as well as regularly-released packs of new cards that can be added to a player's cardboard arsenal.  (Side note: "cardboard arsenal" is my new favorite phrase.)  These data packs are non-randomized.  If you buy the "Second Thoughts" data pack, you will get exactly the same cards as everyone else who bought that data pack.

This means there are no rare cards to chase, no money sink as you hit the secondary market for that killer $50 card.  If there's a card you want, you just buy the data pack that has it.  This leads to a much more wallet-friendly expandable card game than, say, Yu-Gi-Oh! or Magic: The Gathering.  Is it still a money sink?  Sure.  You'll probably spend $200+ to get all the available cards.  A:N is not designed to be a casual game, although you can just buy the core set for $25 and have a perfectly enjoyable game.  It's a hobby game, designed to keep your interest after dozens, hundreds, even thousands of plays.

The game is based on Richard Garfield's original Netrunner card game.  Doctor Garfield is the genius behind Magic: The Gathering and the collectible card game genre in general.  After creating M:TG, Richard sat down and made another card game that became a cult hit.  Drawing on the evolving cyberpunk genre, he created an asymmetric two-player game, wherein one player takes the role of the Corp, fighting to advance its agendas while keeping hackers out of its servers, while the other player was the Runner, a digital cowboy looking to expose the Corp's plans.  The Corp would lay traps and build defenses to dissuade the Runner from attacking, while the Runner would assemble a rig to slip past the defenses and steal agenda cards.



Netrunner imploded quickly, however, as so many other CCGs at the time.  While the gameplay was solid, many people felt that the cards were imbalanced towards particular playstyles that were non-interactive.  Players would sit back and assemble combinations of cards that would win the game outright.



Fantasy Flight Games has now resurrected the game, placing it in their Android universe.  While they kept the major mechanics and dynamics of the game, they've added in extra layers of theme.  Instead of just Runner and Corp, there are three Runner factions (Shapers, Criminals, and Anarchs) and four Corp factions (Haas-Bioroid, Weyland Industries, Jinteki, and NBN), each with its own flavor, strengths, weaknesses, and ideologies.  They've also tweaked many things to maintain a balanced and dynamic game.  No more sitting back and assembling the perfect set of cards--if you're not actively trying to disrupt your opponent's plans, then you're almost certain to lose.


How does one play?

I won't go into major detail about the game's mechanics.  FFG has created an exceptionally good tutorial video that you may watch at your leisure.  A quick rundown of the basics, though, may be useful:

--Each player selects an Identity card associated with a particular faction, and builds a deck for that ID.  Cards from other factions may be used, but each ID has a limited amount of Influence (usually 15) it can use on out-of-faction cards.  Once that limit is reached, it's in-faction or neutral cards, only.  Each ID also lists a minimum deck size (usually 45).  Players can build larger decks, of course.  There is a maximum of 3 copies of any one card.  Additionally, the Corp player must include a minimum amount of agenda points.  Agenda points are found on agenda cards, most of which are worth 1, 2, or 3 points.  The first player to 7 points wins.



--The Corp player goes first and has 3 actions or "clicks" to use each turn.  The Corp starts with 5 credits.  Clicks can be used to install cards, gain 1 credit, draw 1 card, play an Operation (a single-use card that leaves play after resolving), or advancing a card.  Advancing a card costs 1 credit and allows the Corp to place an advancement counter on that card.  Agenda cards have an advancement cost and cannot be scored until they have been advanced enough times.  Some defense cards (called ICE) and ambush cards (fake agendas that hurt the Runner) can also be advanced.

A game from the Corp's perspective.  Note all the face-down cards, including two cards with advancement counters on them.  What could they be?

Nearly all of the Corp's cards are played face-down, so the Runner does not know what they are until he or she accesses them.  The Corp can even discard cards into his or her discard pile face-down.  The Corp must draw a card at the beginning of each turn, and if he or she ever runs out of cards, he or she loses.

--The Runner goes second and has 4 actions or "clicks" to use each turn.  The Runner also starts with 5 credits.  Clicks can be used to install cards, gain 1 credit, draw 1 card, play an Event (a single-use card that leaves play after resolving), or make a run.  When the Runner makes a run, he or she chooses a "server" to attack.  He or she can run on the Corp's hand (HQ), deck (R&D), discard pile (Archives), or on any remote servers into which the Corp has installed cards.

When the Runner successfully attacks HQ, he or she randomly looks at 1 card.  When the Runner successfully attacks R&D, he or she looks at the top card of the deck.  When the Runner successfully attacks Archives or a remote server, he or she looks at all cards in that server.  If the Runner looks at an agenda card, he or she automatically steals it and gets that much closer to victory.

The Runner does not get to draw a card at the beginning of each turn.  If the Runner is ever required to discard a card from hand and cannot, he or she loses.


So what's the big deal?

There are several things that I really enjoy about Android: Netrunner.

1) Asymmetric Gameplay

The Corp and the Runner play extremely differently.  They don't even get to use any of the same cards!

Corp, being the good guys, get the blue card back.  The evil Runners, always trying to hack into places they don't belong and steal stuff that isn't theirs, get the red card back.

The Corp tries to build up defenses in front of his or her servers, laying down ICE cards that injure the Runner or stop them from running.  The Corp is trying to tax the Runner and make it too expensive to get in.  He or she must also bluff about what cards are where.  "Is that an agenda I just put into this remote server, or is it a trap?  Can you afford to get past my ICE to find out?"  Because all of the Corp's cards are played face-down, he or she can keep the Runner guessing.  It's all about draining the Runner's resources in order to open windows of opportunity for advancing and scoring agendas.

The Runner tries to attack the Corp and steal agendas.  His or her goal is to force the Corp to spread its defenses thin, or to keep the Corp too poor to defend itself and advance agendas.  He or she is always looking for weak points, and searching for information about what cards are where.  "Oh, I saw a piece of ICE when I ran R&D last turn, and now you've installed a face-down piece of ICE.  I'll bet it's the one I saw last turn, and I have just the card for it."  "Ah, you spent a turn gathering credits.  You must be gearing up to score an agenda.  I'd better run your HQ and try to grab it out of your hand before you can score it."

The asymmetry of the game is a barrier for new players, because they essentially have to learn two different games.  But in terms of replayability?  Come on, you're basically buying two different games!  And they're both enjoyable!

2) Game Balance

Despite the differences between the two sides, the game is quite well balanced.

For example, the Corp must pay to install and "rez" (turn face-up) defensive ICE cards, but must only pay those costs once.  The Runner must install ice breakers that neutralize the bad effects of ICE, but must pay to break each piece of ICE he or she encounters every time he or she makes a run.  So the Corp might rez a piece of ICE for 4 credits, while the Runner can pass through that piece of ICE for only 2 credits.  However, if the Runner must get through that ICE two, three, five, ten times?  Those costs add up.



On the other hand, the Corp must pay money and spend clicks (actions) to advance agendas.  The Runner immediately steals any agenda cards he or she accesses for free.  Most agendas require 3 or more advancements before they can be scored, and the Corp only has 3 clicks to spend per turn.  Since agendas must be installed in remote servers before they can be advanced, that means that nearly every agenda must sit in a remote server, potentially vulnerable, before the Corp can advance and score it.  This gives the Runner a chance to break in and steal it, or perform an action that will drain the Corp of the credits necessary to advance the agenda.

This leads to a dynamic back-and-forth battle.  The Runner makes runs to try to steal agendas and force the Corp to install and rez ICE, draining the Corp of the clicks and credits necessary to score agendas and win.  The Corp sets up defenses that drain the Runner economically.  Even if the Runner can get in once, can he or she get in a second time?  And was the first run worth the money?  It's an economic duel, a game of deception and cost-mitigation.

3) Expandable Card Game

I.  LOVE.  Building decks.  It's my favorite thing about Magic: The Gathering; I just loved assembling a deck, trying to balance early game essentials with late game goodies.  That's why I loved M:tG's draft format so much--every time I played, I would get to build a new deck from scratch!  (Of course, that's also why I stopped playing Magic.  Drafting gets expensive pretty quickly, purchasing brand new cards every time you play.)

Android: Netrunner allows me to scratch that deck-building itch.  I can sit down, boot up the cardgamedb.com deckbuilder, and decide, "Do I want to build a Corp or a Runner deck right now?  And on what should it focus?"  I can throw in everything but the kitchen sink and gradually cut and sculpt until I have a tight deck with the proper amount of out-of-faction Influence, or I can carefully construct a base of key cards and build it up with support cards until I have something fun and functional.

4) Every Card In the Deck Is Useful

A lot of card games borrow the idea from Magic of having resource cards of some kind that generate money/mana/power/whatever that allow you to use your other, more interesting cards.  This means that you have to shuffle a good amount of boring cards into your deck and hope to draw them at a steady rate in order to play your best spells/creatures/structures/whatever.  Now, there are good reasons for doing this.  There's usually a limit to the number of resource cards you can place each turn, so the game slowly ramps up, allowing players with weaker starting hands to have a fighting chance against players that start out with their best, most-powerful-yet-uber-expensive cards in hand.

In Magic (and many other games), you also need to match the type of resource you're using with the type of card you're playing.  Blue cards need blue resources, silver cards require silver resources, etc.  This is a way to force players into specialization.  If you pack too many different types of cards and resources into your deck, you risk drawing mismatched cards and being unable to play.

Hi!  I essentially do nothing, but you need at least 20 of me in your 60 card deck.  Aren't I pretty, though?

In Android: Netrunner, this is not the case.  Each card requires two resources: clicks (actions) and credits (money).  Each player only has a limited number of clicks per turn, but he or she can use those clicks to generate more credits, thus ensuring that he or she can always play the cards he or she wants--it's just a matter of time, of acquiring the necessary credits.  Thus, the game ramps up more naturally.  The Corp always goes first and tries to set up preliminary defenses while acquiring more money, while the Runner tries to force the Corp to spend money rezzing ICE while acquiring more money, while the Corp tries to drain the Runner's money by making them run through ICE, while the Runner attacks on multiple fronts and forces the Corp to spread ICE thinly....  It's a wonderful back-and-forth contest, and it doesn't require either play to put boring cards in their decks.

A:N doesn't use its resource system to encourage deck specialization, either.  Instead, it has an Influence system.  Each card costs a particular amount of Influence if used outside its own designated faction.  Weaker or more specialized cards may cost less Influence, while stronger or more versatile cards eat up more Influence.  Players must carefully choose how to spend their Influence as they build their decks, but once they start playing, it doesn't matter if they draw in-faction or out-of-faction cards--they just need to worry about their money situation.

5) Multiple Routes to Victory

Why so serious?

Sure, most decks focus on getting to 7 points and winning.  But that's not the only way to win!  The Corp can flatline the Runner by dealing damage to him or her.  Whenever the Runner takes damage, he or she must discard a card from his or her hand.  If he or she must discard a card and cannot, he or she loses.  Thus, the Corp can load up on damage-deal cards and try to strike when the Runner is low on cards for the win.

As for the Runner, he or she wins if the Corp cannot draw a card at the beginning of his or her turn.  There are not (currently) very many cards that allow the Runner to mill cards from the Corp's deck into his or her discard pile, but they do exist, and let me tell you, it's a very fun (if very risky) strategy.  Plus, if the Runner can just prolong the game enough, the Corp will naturally draw out.  Remember, the Runner doesn't have to draw cards every turn, and the Corp does.  If the Corp doesn't act, or if the Runner disrupts the Corp's actions enough, eventually the Corp will just run out of cards.

6)  The Community is Awesome

I'm sure this is the case with just about any hobby game, but I love the A:N online community.  Hundreds, perhaps thousands, of people are working together to promote the game and discuss strategies and tips.  There are dozens of Excel spreadsheets available online that break down the best ICE or ice breakers and their overall efficiency.  There are more than half a dozen podcasts about the game and its tournament scene.  There are people who spend unfathomable amounts of time analyzing, discussing, writing about, and playing this game.

Are you really going to say no to that face?
The game earns that devotion.  It's very, very good, and I love being a part of the community around it.

Again, I'm not trying to convert you to the game.  I just wanted to explain why it has occupied much of my time and mental energy over the last 8 months or so.

*cough.

Wednesday, March 16, 2011

Fantasy Flight Games' Living Card Game Model

For many years, I was addicted to Magic: The Gathering. I'm not ashamed to admit it. I'm no longer addicted, although I do occasionally through together a deck on Magic: The Gathering Online if I want to kill some time.

One of the frustrating things about Magic was that it's an incredible money sink. Roughly eight-hundred new cards are released every year. I'm not a collector, so I never tried to acquire a copy of every single card, but if I had, it would have been extremely expensive. No, I approached the game not as a collector, nor even as a gamer, but as a deck-builder. I enjoyed creating new and interesting decks. I liked tuning and tweaking decks until they were just right. The problem was that I would finish a deck and move right on to the next one. I wanted to build something else. The pleasure for me was more in the creation of decks, less in the playing of them.

I discovered, after ripping open far more booster packs than I'd care to admit, that there was a way to play the game designed specifically for people such as me. It's called drafting. Each player is given three booster packs of fifteen random cards each--eleven commons, three uncommons, and a rare card. Each player opens their first pack, selects one card from the pack, and passes the remaining fourteen cards to the player on his or her left. He or she then takes the fourteen cards passed from the player on his or her right, selects one of those cards to keep, and passes the remaining thirteen cards to the player on his or her left. This continues until the pack is depleted. Each player then opens his or her second pack and repeats the process, except everyone passes to the right. The third pack is passed to the left. Each player ends up with forty-five cards. Using those cards, plus any number of basic land card, each player creates a forty-card deck and plays each other.

This was an amazing revelation for me. I could go into a game store every week, build a new deck, and play it right then and there! Unfortunately, this really drained my wallet. I won't say how much money I've spent on Magic cards over the years, but it was a lot. Way too much.

So I gradually weaned myself from the game. I still find it enjoyable, but I cannot afford to keep it as a hobby. It is too expensive for me, both in time and money.

Most people will eventually fall away from collectible card games because of the expense. One of the major contributing factors to this expense is that collectible card games come in random booster packs. Consumers never know exactly which cards they will get. This makes certain cards--particularly the tournament-level rare cards--extremely difficult to acquire. Players who participate in Magic tournaments today could spend four- or five-hundred dollars or more to assemble their decks. One card that sees a great deal of use is called Jace, the Mind Sculptor. A single copy of this card retails for around one-hundred dollars, and most of the decks that use it will run the maximum of four copies in the deck. That's just for four cards of a (typically) sixty card tournament deck.

That's quite the money sink.

Fantasy Flight Games seems to have caught on to this dilemma. They currently have three games that follow the Living Card Game model. (Those games are: A Game of Thrones, Call of Cthulhu, and Warhammer: Invasion, based on George R. R. Martin's book series, H.P. Lovecraft's mythos, and Games Workshop's fantasy world, respectively. An LCG based on The Lord of the Rings is set to be released this year.) Instead of releasing randomized packs, new sets are released in their entirety. Every single card is bundled together in a single pack. No more hunting through booster boxes, hoping for the right cards. No more competing over rare cards. Every card, all in one purchase.

This may not be exciting for collectors, who love the thrill of the hunt. A Living Card Game is too easy for them. There is nothing to chase after. But for gamers and deck-builders, this is fantastic. Everyone has easy access to the same cards. How those cards are put together, then, as well as the skill in using those decks, will make the difference between victory and defeat. I have lost many a Magic game because my opponent had a deeper wallet. He could spend money to acquire the most powerful and ridiculous cards, while I struggled to put together something remotely competitive. This is not a problem with LCGs. Everyone is on an equal playing field.

I didn't like Mr. Martin's fantasy series, so A Game of Thrones is not for me. The Warhammer fantasy setting is not nearly as interesting to me as the Warhammer 40,000 science fiction setting, so I probably won't try Warhammer: Invasion. The Lord of the Rings game might be intriguing, but it's not out, yet. But Lovecraft's Cthulhu mythos is very intriguing to me. Admittedly, most of the actual stories were pretty terrible. But the mythos behind them is fascinating, and I would love to explore that world further. Subsequently, I have purchased some Call of Cthulhu LCG products.

One thing I noticed was that the Call of Cthulhu Core Set, which is supposedly the jumping off point for beginning players, was not a good product for beginners. For one thing, although a maximum of three copies of a given card is allowed in a deck, only a single copy of each card is included. This means that the game designers were able to squeeze in many different cards, and therefore introduce new players to a wide variety of concepts.  This also means that players do not get a clear idea of how to build a good, streamlined deck.  Players must either assemble sub-par decks consisting entirely of singletons, or purchase three copies of the Core Set.  That's a high initial cost to get into the game.

The Core Set does provide a decent rule book to introduce players to the complex game.  It does a very good job of explaining all the basic mechanics of the game and how gameplay work.  It does not, however, do a very good job explaining tactics or deck-building. 

All told, I would say that this game is very difficult to get into unless you are already familiar with other collectible card games.  The Core Set provides cards, a game board, and tokens with which to play the game.  It contains a rule book that explains how the game works.  It does not, unfortunately, provide new players with tactical or deck-building advice, or even very much internal guidance within the cards themselves.  (There is, for example, a subset of cards that give bonuses to Cultists, but there are only three or four such cards--not enough to build a deck around.)

Thankfully, FFG apparently noticed some of the problems of the Core Set.  The set remains the same, but newer Call of Cthulhu LCG packs (called Asylum Packs) now come with a full three copies of each new card.  This helps facilitate efficient deck-building, which I can approve of.  New Asylum Packs are released every month, each containing three copies of twenty new unique cards.  They tend to retail for ten to twelve dollars a piece, which isn't bad at all.

Currently, I haven't found anyone to play the game with me, which is slightly frustrating.  My wife does not wish to learn the game, and I can't blame her, because this game is at least as complicated as Magic.  She prefers simpler games, which is fine.  I haven't managed to hook any of my friends, yet, and the game hasn't taken off at my friendly local game store.  I'm sure it's only a matter of time.  For now, though, I am not in an arms race to create decks that smash all my opponents, which means that I haven't purchased a lot of product.  I have made it known at the game shop that I am interested in supporting a monthly Call of Cthulhu game night, though, and apparently I am no the only one that has expressed such interest.  Hopefully within the next few months I will have a regular group of people with whom to play.  Until then, I'll be playing it solitaire--which, let me tell you, is also not the best way to learn a new game.  Maybe someone should suggest a starter pack of two ready-to-use decks to Fantasy Flight Games?

I do like that the game provides the thrill of opening new cards, finding interesting and powerful card combinations, building fun and unique decks, and playing intense strategic games against opponents.  I also like that this game is much easier on my wallet than any other trading card game I've seen.  Having only played the game against myself--and with subpar decks--I can't say for sure whether it's the best thing since television shows on DVD.  I've had fun, though, so far, and hope to continue to explore the world of Cthulhu, Miskatonic University, Yog-Sothoth, and the Order of the Silver Twilight.

Monday, December 6, 2010

What's In A Game?

What makes a good game? Why are some games fun and interesting, while others are just meh? Here are some criteria, in no particular order, that I use when I try a new board game or card game:

1. Easy to Learn

The game has to wow me right off the bat. Now, some games may have a neat gimmick (like Killer Bunnies) or take place in an interesting setting (like Warhammer 40,000 or Betrayal at House on the Hill), and for such "fluffy" games, I'm willing to be patient and learn a complex rule system.

For the most part, though, I enjoy a game that I can pick up and learn easily. It has the advantage of not losing my attention, which can be a bit short, span-wise. Also, I can turn around and teach the game to others.

2. Depth of Strategy

Easy to learn, difficult to master. Those are traits I really enjoy in a game. Card games like Magic: The Gathering or Dominion, for example, have a lot of subtle interactions between the cards. Similarly, the base mechanics of Carcassonne are easy to grasp, yet the game provides many strategic options and a plethora of decisions to make.

A writer and game designer whom I admire greatly once wrote an article about the difference between choices and decisions in a game. It took him an entire article to fully explain his thesis, but the gist of it was that some games provide you with many choices, or options, and you simply have to choose the best option. Other games, however, create moments wherein your options suddenly become limited, and you must make a decision about which route to take.

I believe that a good game backs players into corners and forces them to make strategic decisions. "Do I sacrifice my bishop to put myself on offense, or do I just move my king out of immediate danger, but stay in a defensive mode?" That's a game-changing decision, and it adds tension, which I enjoy. "What do I kill with this Lightning Bolt?" on the other hand, is a choice, which may create a decision for my opponent, but is usually just simple mathematics for me.

3. Replayability

Some games have a very heavy story element to them, which is cool. It can be harmful, though. It's hard to justify spending sixty dollars on a game that's only good for a couple plays. Murder mystery games, for example, suffer from this problem. You play through them once, and from then on you know whodunnit. Even if you can get a completely fresh group to play with you, you already know the story. The Horus Heresy game, I am told, has the same problem. While it may be fun to play out the final battle to defend the Emperor of Mankind against the corrupt heretic forces, after six or seven games, it gets stale.

Single-player video games can suffer from this same problem, although in their defense, they often take a few dozen hours to finish. Fifty dollars for a game that takes twenty five hours to beat equals two dollars per hour of entertainment, which makes it four or five times better than hitting up a movie theater, as an investment. Board games that lack replayability, however, can sometimes only boast five or six hours of fun before becoming uninteresting. At that rate, you'd be better off taking your sweetheart to a water park.

4. Rewards Skillful Play

I enjoy feeling rewarded for my efforts when I'm trying hard and playing well. There are some games--Killer Bunnies comes to mind--that, when boiled down, are almost entirely random. Roulette is the same way. You're just hoping to get lucky. I don't care for that. I like feeling that my efforts are paying off.

With games like Carcassonne or Magic: The Gathering, on the other hand, you can actually watch as you gain points on the score chart or see your opponent's life total diminish. It's fabulous.

5. Randomization

As much as I like being able to play skillfully and be rewarded, I also like a bit of randomness in my games. Chess is all well and good, but the really good players know when and how it's going to end long before less-experienced players such as myself. A bit of randomization, like rolling dice or shuffling cards, helps balance the game enough that newer or less-skilled players can still have a shot at winning. It adds a bit of danger and excitement to the game.

6. Non-Aggressive Strategies

This isn't as important to me as some of the other points I've mentioned, but I am not a mean person at heart. Sometimes, I have trouble being cutthroat enough to win games. I like games like Dominion, Carcassonne, or even (if you play your cards right) Magic: The Gathering, that provide strategies wherein you don't actually have to interact with the other players. That way, I can avoid upsetting anybody. That's probably why I love combo decks in Magic: The Gathering so much. I can just do my own thing, ignore my opponent, and try to just win before my opponent can kill me. Although that can upset some opponents, too, so I guess I can't always avoid making people mad. Sigh.

7. Fun

This is hard to quantify. Different people enjoy different things.

Here's my beef with games like FarmVille, Mafia Wars, or World of Warcraft. You do the exact same thing over, and over, and over again. Now, that would be fine if what you were doing was enjoyable, but it's just... not.

I sure do loves me some Dominion, though.