Deciphering past greatness

By player1761766, in Star Wars: The Card Game

SWCCG is the best CCG / LCG game ever made in my opinion. It was great, the Prequel material Decipher released quickly when they knew they were loosing the license was very unbalanced, the PC fixed it and then they screwed it up with a redux that was not required nor desired by a majority of the players, which is when I stopped playing. What made SWCCG so great was that every single decision you took in deck building and playing / timing at multiple trade-offs:

You could use high force icon locations to fuel your resource engine, but it exposed you to high drain potential and multiple 0 destiny cards in your deck.

You could play with the most powerfull characters and ships, but it meant (before the late stuff anyway) your destiny was going to be lower.

You could play with smaller characters (swarm type deck) but it exposed you getting beat down in one location for massive overflow.

You could focus on one arena (ground vs space) or strike for balance

The list goes on,

The simplicity and elegance of using the reserve deck for resources added a tremendous amount of skill to the game (deciding how much to activate / use when, especially late, tracking, force loss = resources lost,…). The fundamental design was very good, the complexity was not that bad, it was mostly driven, from my perspective, by a huge card pool with no rotation, the mechanics themselves were not that complex.

The design was good in cube, limited and of course constructed, the theme and source material of course is awesome, community was also great. I really love AGOT right now, but SWCCG is still my # 1 CCG.

Troopershark said:

SWCCG is the best CCG / LCG game ever made in my opinion. It was great, the Prequel material Decipher released quickly when they knew they were loosing the license was very unbalanced, the PC fixed it and then they screwed it up with a redux that was not required nor desired by a majority of the players, which is when I stopped playing. What made SWCCG so great was that every single decision you took in deck building and playing / timing at multiple trade-offs:

You could use high force icon locations to fuel your resource engine, but it exposed you to high drain potential and multiple 0 destiny cards in your deck.

You could play with the most powerfull characters and ships, but it meant (before the late stuff anyway) your destiny was going to be lower.

You could play with smaller characters (swarm type deck) but it exposed you getting beat down in one location for massive overflow.

You could focus on one arena (ground vs space) or strike for balance

The list goes on,

Look at my post on the last page of the FFG, give us something concrete thread in this very forum and let me know what you think of my simple rules adjustments.