Monday, October 13, 2008

CCP’s EVE The Second Genesis CCG Review - Part 3

Posted by Jim on September 10, 2006

Booster Packs

Yep, it is a Collectible Card Game so there are booster packs. Buy the booster packs and turn it into a party. Treat it as a draft. I didn’t know what it was called at the time, but I wanted an even chance of playing against someone who had experience. You’ll still get to include great new cards and abilities, but you’ll also have to make the best of a shifting tactical situation rather than setting up the unbeatable three (3) turn auto-win.

The booster packs include a selection of cards with a mix of common, uncommon, and rare cards. of course, with a draft-style game, that uber card may be for the wrong race and you’ll just have to make the best of whatever the situation.

EVE CCG Review Summary

OK, so that’s a run-down of the basics and the like, but how is game play? Is this game worth playing, worth chunking over your hard earned cash?

If you like CCGs, you’ll most probably enjoy the EVE CCG. If you hate CCGs, to quote Summer Tam, “keep walking Preacher Man.” If you are looking to get into a CCG to take a gander of what they have to offer, EVE may just do the trick. Play style flows well and the rules are very straightforward and the cards really give you 95% of all information you will need. Another 4% is provided for by your Starbase card. That leaves 1% of the rules that you must absolutely review the included rule book for. That in itself is not a mean accomplishment.

Now as far as how I enjoyed it, I have to preface it with my experience. My first couple of games were three (3) player games. Unlike many bolt-on multi-player rules sets, EVE plays extremely well as a 3+ player game since with more players there are more regions and combat happens all over the place and you can’t just indiscriminately attack another player. After all, if you leave your areas undefended, you’ll find yourself having to deal with some opportunists who come to pick up the pieces and cart them back home. Currently there are no ally rules to let multiple players kick to the curb others. My opinion is that it should stay this way

Since the 3+ player games add that depth to play, the two (2) player game was tough for me to get a handle on. It became a bit like War where drawing the right card was the most important thing. OK, that’s a bit of a simplification. In a two player game there is still a lot of strategy and still a lot of planning, but in a two (2) player game EVE plays like just another CCG. it’s fun, but the tension is mostly gone. Add in more people and all of the sudden you have to watch your back and toes and nose and feel and, let’s admit it, your ass. EVE really shines as a 3+ player CCG.

One thing to remember at all times is that your home starbase must exist for you to stay in the game. Don’t leave it unprotected, don’t ignore the upgrades and location defense bonuses, and don’t keep all your ships safe in the hanger. Starbases only have a base defense of 7. That sounds like a lot until the 3rd - 4th turn of play, and then you start to wonder how you are going to defend against the ships your opponent is cranking out.

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