Thursday, January 8, 2009

CCP’s EVE The Second Genesis CCG Review - Part 1

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Posted by Jim on Sep 10, 2006 111 views

CCP’s EVEThe Second GenesisTM Collectible Card Game
The basics, if you please:

Game Type: CCG
Number of Players: 2+
Solo Play Ability: None
Playing Time: 60 minutes
Ages: 8+

When I first heard the CCP, the company behind EVE: Online was putting out a collectible Card Game (CCG) I was, I admit, more than a bit dubious as to the purpose, focus, desirability, feasibility, and general implausible nature of turning EVE: Online into yet another CCG. After all recent years have seen fabulously popular genres take a stab at the CCG market and fail miserably.

We received four (4) of the two (2) deck starter packs as well as a number of the booster packs. As you may know by now, I will play just about any game at least once.

The EVE CCG rule booklet is pretty well laid out. The first part gives you the back story of the EVE universe and some flavor text, explains your part in the game, explains the type of cards used, and sets out how to play. Pretty basic as far as rule sets go, nothing missing in how to play or how to implement the various affects of the cards in play. All in all, a job well done on clarity and layout.

If you have played EVE: Online, you will recognize many of the cards. For those of you who could not care less about EVE: Online, you’ll enjoy the artwork on the cards. They really are well laid out with all attributes and abilities clearly and concisely explained. High marks for this.

General Info

Each of the player races in EVE, Gallente, Caldari, Minmatar, and Amarr, has their own starbases and ship cards. Other cards, including ships may be restricted to specific player races or may be open to anyone who wants to use them. How can you tell which ones you can use? Look at the card, note the race symbols, check if your starbase is one of them. Bingo, that easy.

If you are familiar with other CCGs, this concept won’t be lost on you but as the EVE folks have had these ships and race specific items available for a long time, the implementation adds to the flavor of the game. It’s one of the ways they have been able to make this game more than just another bland CCG with delusions of relevancy.

Cards carry all the information you need to play them. Starbase, outer region, and location cards can all produce income. This is very clearly marked and any special abilities are clearly stated. It’s important to remember that any card text can trump the standard rules. Again, this is a standard aspect of CCGs and should come as no surprise to anyone. If it is a surprise and you are familiar with the CCG concept, please, take a nap, get something to eat, and revisit this review when your hold on reality is a tad more firm.

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