What I Played Today: March 11

Tyrant

Nothing acts like a trigger to me more than the abbreviation CCG. So when a new game declaring itself a CCG hits Kongregate, I try it out, to see just how awful the game is. It’s actually not that bad, but it sure does feel like a game I’ve played before, which is unsettling. In it, you have a deck of one to ten cards, that you play one at a time. The cards are either fighters, locations, or action cards. Each fighter has an attack value, a life total, and various abilities, as well as a timer to determine when they actually come into play. It’s pretty simple, but with a lot to consider. I don’t mind it, and the fact that they have a lot of single-player missions and two expansion packs make this work trying, at the very least.

The only problem is the costing. There is nothing preventing you from including technically better cards besides availability. In each deck, you have a commander, which has a life total (how many hits it can take) and maybe a special ability. The first one you get is pretty weak, but eventually you’ll find or get commanders who are just better, with more life and abilities. There’s no reason not to use these guys, leaving a bunch in your collection that isn’t worth it. It’s a little weird.

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