Highlander: The LCG

By Tekwych, in Living Card Games

Could the Highlander universe be adapted to an LCG? Would you base your decks on specific imortals or on groups or teams? How would the flashback to different time periods be represented?

How do you represent a sword fight within playing cards?

The gaming license for the highlander universe is opening up again and new movies are on the way. Could this be a new entry into the LCG market.

The idea of a Highlander LCG is intriguing. As a card game, I imagine there would be your main character (normally immortal, tough I can imagine a mortal option) and her/his allies (other immortals and mortals), weapon options, maneuvers/techniques, and scene locations, possibly even events to change up a scene. The basis for the game would need to be determined as movie canon only, include Highlander: The Series, new content only, etc.

I feel use of the series as an inclusion broadens the options, such as playing for the sake of the Watchers (good or bad), or just a group of immortals who have banded together. It lends to wacky combinations such as the K-Team: Kurgan, Kalas, Kronos, Kenny, Jacob Kell

Flashbacks, as integral to the narrative, might be included as a way to gain a bonus or incur a hindrance for a round. There could be helpful memories or harmful consequences from the past.

There could be more than one way to play a game, either to complete a narrative episode or work towards the goal of being The Only One, claiming the Prize.

Just some thoughts.

There was a Highlander CCG way back in the day. The gist was there were Persona cards representing the various immortals. This persona card granted an abilty. There were then cards available specific to each immortal. This gave each immortal their own style and flavor.

There were then toolbox cards available to each immortal. And weapon cards that worked similar to the persona.

The sword fight was represented with a grid system. An attack would be to an area or areas of the grid. The opponent would than have to play a defense that covered the same areas represented on the attack.

Your deck was called your endurance. If you didn't have a defense for an attack for example you could mill cards off the deck and if one of the cards was an appropriate defense you'd play it but the rest of the cards were discarded. This was called an exertion. Exertions were used for all sorts of things in the duel. When you burned through your last card you got to re-shuffle but at the loss of a third of your ability (health.) The use of your deck this way meant a lot of decisions about how you constructed your deck and about how you played it.

You tried to wittle your oppoent down to zero ability which represented fleeing for your life or to play a "Head Shot" that couldn't be defended "taking his head and with it his power."

I still have my collection of cards. I played quite a bit back in the day.

There is a second edition but I've never played it.

I'm not sure where to begin making an LCG out of it.