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dannyla@beta.delphi.com  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: "dann...@beta.delphi.com" <dann...@beta.delphi.com>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

>Peer Prestige of owning many Magic cards > PP of owning lots of ASL.

>And so on. The comparison breaks down in so many ways as to be utterly
>useless.

It is utterly useless. And anything utterly useless should be discussed on
rec.games.trading-cards and not here.

BAAAAHAHAHAHAHAA!

-Danny


 
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dannyla@beta.delphi.com  
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 More options Dec 12 1995, 3:00 am
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From: "dann...@beta.delphi.com" <dann...@beta.delphi.com>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

>The collectible aspect is only relevant if you choose to collect or play
>agaisnt collectors.  If you play a CCG as a game with other people who
>play it as a game -- with unopened starters, for example -- there is no
>functional difference from a boardgame and if the CCG is good it will be
>fun.

Ahh, I see.  To obtain the balance of a good boardgame, all you must do is buy new,
unopened starters everytime you play the game.  Wonderful.  What a great marketing
concept, and WOTC should be applauded now.  

They sure are laughing all the way to the bank.

Danny


 
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David desJardins  
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 More options Dec 12 1995, 3:00 am
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From: d...@ccr-p.ida.org (David desJardins)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

David desJardins (d...@ccr-p.ida.org) wrote:
> If it's really true that giving an advantage to the player with more
> cards (and more valuable ones) over the player with fewer cards is not a
> fundamental _goal_ of CCG designers, then it certainly should be
> possible to construct CCG-like games in which that's not true.

I didn't explain myself very well.  The above sounds like I am
complaining about more powerful cards being more expensive and more
powerful.  As Dave Howell points out, there certainly are CCGs which do
a good job of countering that, in that having more expensive or more
powerful cards does not necessarily help you win.

But that isn't what I meant.  Many people have stated advantages of CCGs
which appeal to me as well.  For example, they are portable, games can
be played quickly, they provide lots of variety but the rules can be
easily understood because they are printed on the cards, and so on.
However there are also features of CCGs that I don't like, namely that
they give an advantage to one player over another based on the set of
cards that that player has.  Whether they got those cards by buying
them, or trading for them, or however.

I don't want to do those things, because I don't enjoy them.  Pure
sealed-deck tournaments, with no trading, solve this problem, but they
don't have the other advantages of CCGs.  You can't play them on the
spur of the moment or one-on-one with your friends.  You can't play them
particularly quickly and they aren't very social because most of the
game is in deck construction which is a solitary activity.

That's why I asked the question: if the features of CCGs that I would
enjoy are separate from the features of CCGs that I don't enjoy, why is
it that there aren't games which have the former but not the latter?  I
gave several examples of how such games could be constructed.  I have
theories of my own as to why those games don't exist, but I was hoping
to hear other points of view on that question.

Dave Howell <sn...@wizards.com> writes:
> What happens? Player B wins. There is a VERY STRONG correlation between #
> of cards owned and skill. Player B has a lot of cards because they're
> really really into Magic. Because they're so excited about the game, they
> play a lot. And learn.

I never questioned any of this.  I certainly think that the players who
win the games are those who are skilled and knowledgeable about them.
If that weren't true, then the games wouldn't appeal to me at all.  The
very fact that that is true is why I am interested in the idea of games
which have those same features without the features that I don't like.

> As somebody else pointed out, the '94 World Champion won with a total
> investment of one deck, and shrewd trading.

I don't enjoy trading.  I especially don't enjoy "shrewd trading."  I
don't want to play games which involve trading.

> Considering that Moxes were first considered junk cards, and it was
> literally months before people realized their value, I think Wizards
> and Richard did an incredibly good job of countering $=winning, and
> the introduction of new tournaments has been to fix the few cards that
> turned out to be problems.

I agree with this too.  However one still has to collect and trade cards
in order to participate in this (except for sealed deck which has other
problems).  The question is are there---can there be---games which have
the other desirable features of CCGs without this, for players who don't
want to do it?

The appeal of sealed-deck tournaments suggests the possibility of a
market for games which have the sealed-deck flavor of not requiring
trading, but which can be easily played one-on-one between arbitrary
players outside of a tournament context.

                                        David desJardins
--
Copyright 1995 David desJardins.  Unlimited permission is granted to quote
from this posting for non-commercial use as long as attribution is given.


 
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Alec Habig  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: aha...@bigbang.astro.indiana.edu (Alec Habig)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

Cedric Chin <inv...@leland.stanford.edu> wrote:
>There **is** a way to control how balanced matches are.  MtG is promoting
>"Type II" tournaments which only allow "in print" cards to be played.  This
>lessen the $$$ == WIN situation.

This good idea, however, has the side effect of allowing only the players who
continue to spend money to play.

I have bought none of the MtG cards for the last few expansions, and so cannot
play in a type II tourny.  But I don't own the money cards, so would be at a
disadvantage in a type I tourny.

--
            Alec Habig, Indiana University High Energy Astrophysics
                       aha...@bigbang.astro.indiana.edu
                   http://www.astro.indiana.edu/home/ahabig/
            Ted Kennedy's car has killed more people than my guns.


 
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CurtAdams  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: curtad...@aol.com (CurtAdams)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

cr...@randomc.com (P. Craig) writes:
>In article <4aa6u3$...@saga.cs.cornell.edu>, k...@cs.cornell.edu (Alan
Kwan) wrote:
>> It has always been MNSHO that it is the responsibility of the
>> _game designer_ to prevent the game from being abused, not
>> that of the _players_.  A designer who makes a game that is
>> subject to abuse has not done a good job.
>Unfortunately, it is not in the best economic interests for game
designers
>to do that.  See, if they can make CCG's where Mr. Suitcase wins, then
>people will go and buy more cards, so they can win (collectibility and
>artwork aside).

I think that only worked while the target market was unsophisticated.
Nowadays people check out new games for the "great rare" problem, and if
it has it, tends to steer away.  (At present, that's most games - perhaps
the reason for the decline in CCG sales :-)

>A real life example?  Jyhad.  The rares in Jyhad, in my opinion and the
>group I play with, are not that much better than the uncommons.  You can
>build a very competitive deck with very little investment--there were
>several people who purchased ~$30 decks and were at little disadvantage.
>I think that's one reason why Jyhad didn't move as well as hoped, and
some
>of the investor types ended up with boxes and boxes they couldn't get rid
>of.  I think it is a much better game than Magic, myself.  But if people
>only need to buy $30 worth of cards to build a competitive deck, rather
>than $300, then the game designer loses money.  And consequently, they
>will avoid making CCG's like that.

I have a different interpretation.  As CCGs go, Jyhad has been very
successful (lots of sales, its own newsgroup).  But it's a fairly complex
game, and works better with multiple players, so it's only going to reach
a subset of the CCG market.

The problem Jyhad has is that the CCG market just isn't large enough to
absorb its original print run of 180 million or so cards.  Everyone was
blinded by the tremendous, and anomolous, success of M:tG.

Curt Adams (curtad...@aol.com)


 
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Bahadir Erimli  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: Bahadir Erimli <eri...@systems.caltech.edu>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

> "Who wants to play another game of ASL?"

        I do! Would you like to play ? :-)

take care,
Bahadir Erimli


 
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Alan Kwan  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: k...@cs.cornell.edu (Alan Kwan)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <invest-1212951337080...@course-mac.stanford.edu> inv...@leland.stanford.edu (Cedric Chin) writes:

><g>  If I meet up with a group of seasoned CCG'ers who are really into MtG and
>insist on using all the cards, they've probably passed that "must win" phase
>of MtG, and will throw me a few decks to play against them so they can enjoy
>themselves!

It is generally agreed that deck construction is a large part
of strategy in any CCG.  If I'm playing a game, I'd like to play
a game in which I pit my strategy against my opponent's strategy.
From this point of view, playing with a borrowed deck is somewhat
meaningless - it's not /my/ deck-building strategy that is being
pitted against my opponent's.

To `experience' fully a CCG, you have to build your own deck.
To do that without spending big $$$, you'll have to find someone
who would lend you their entire /collection/ and let you build
a deck from it, not just lend you a deck.  Now that is not easy.
People don't carry their entire collections around.

A CCG artificially limits a player's strategy options by the
cards he owns.  From the mathematical gaming point of view,
this is a perversion.  Whether this drawback is bigger or
smaller than the advantage that CCGs have interesting strategy
varieties which stems for the deck-building concept is irrelevent -
because IMO this advantage can be fully maintained while that
drawback can be completely abolished.  All it takes is ONE rule
change (and a card list).

Look at a typical CCG strategy discussion post.  "How to counter
card X?"  "Use card Y."  Many players discuss CCGs with the
assumption that the cards are readily availiable.  But in
practice, the cards are readily availiable only if you SPEND ($$$).
Even if you trade, you usually have to spend money on more than a
starter and a booster to get trading stock for the optimal deck
that you want (one that you would build by looking at the card list).

--
"Live Life with Heart."

Alan Kwan     k...@cs.cornell.edu


 
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C D Skogsberg  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: c...@alfakonsult.se (C D Skogsberg)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
Yea, let it be known that in <49vv6v$...@protocol.protocol.com>, the
scribe chr...@yogi.NoSubdomain.NoDomain (Chris Kessel) printed thus:

>>[CCG/Board Games vs. Miniatures/Board Games]
>Well, miniatures are a bit different.  The armies are fielded by point values,
>not by the number of miniatures.
>For a CCG vs. miniatures analysis you'd have to assign points to each CCG card
>and then each player has XX number of points to spend on their cards.  The problem
>with CCG's is that you get whatever you can field which isn't a level playing
>field.  With miniatures the field is leveled by limiting (by a point system) what
>you can field.

Well, in Magic there exists an experimental point system (see the
mox.perl.com site for info). Thus, you don't have to go by the type I/
type II classifications *only*, even if it's more useful if you don't
play in tournaments but with friends instead; using the restricted
list for type I, for instance. (Not the banned one, almost no-one
plays for ante, and the other ones are cool to play with in a friendly
game.)

Just my $.03 (inflation and whatnot).
cd
--
cd skogsberg...@alfakonsult.se/Disclaimer: Wo bu hui jiang zhongwen.
"Death to all humans!" -Battlecry of the Republic


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9rdt$...@merlin.delphi.com>, "dann...@beta.delphi.com"

In MtG's Type II rules, unavailable cards are banned.  If you **really** need
access to all the cards (heck, I do!), your alternative to owning all of them
is to play with someone who'll let you borrow his cards.

> BTW:  Be careful out there M:TG 'investors', the bottom's dropping out
quick!  
> offer .10/lb. for 'em now, but that may go down by tomorrow...

Good!  Then more people can play!  Be careful out there boardgame 'players'!!!

Cedric.


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9rlk$...@merlin.delphi.com>, "dann...@beta.delphi.com"

<dann...@beta.delphi.com> wrote:

> >"Need" is the key word.  With most of the "expandable" boardgames, you don't
> >"need" to buy the expansion.  Then when you bring the game to a group of
> >seasoned players who are used to playing with the expansion, they tell you
> >to play the game better, you "need" to buy the expansion sets.

> Cedric,

> Have you ever played ASL?  Are you speaking from experience?

> And yes, I've played M:TG.

Replace "ASL" with "CE" (and avoid Lucre and Moons)!

Cedric.


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
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From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9ql0$...@merlin.delphi.com>, "dann...@beta.delphi.com"

<dann...@beta.delphi.com> wrote:

> >       Granted.  Similarly if I plonk down the bucks for a new boardgame (a
> >thing I am wont to do from time to time) I can only play it if I can find
> >somebody else who's interested in playing.  The main difference is that if I
> >can't find somebody else with a starter to play my new CCG purchase against,
> >I'm out about ten bucks; if I can't find an opponent for my new board game
> >I'm out more like 50 or 60 (Canadian).

> Ahh, but you can usually play a board wargame solitaire;  try doing that with
> cards.

John, will you take this one?  (;

Cedric.


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9s2e$...@merlin.delphi.com>, "dann...@beta.delphi.com"

<dann...@beta.delphi.com> wrote:
> >You're comparing **all** of your CCG purchases to **one** boardgame.
> >Now, if you added "Talisman, SFB, Supremacy, and AD&D" to ASL...

> Okay, compare the average M:TG purchases from one player to the average
> purchases of one player of Victory In The Pacific.  How about Pit, another
> card game?  Third Reich?

> This is really a silly argument.  A game is worth what people are willing to
> pay for  it.  If they're willing to spend hundreds on a card game, kudos to
> the manufacturer of that card game.

Agreed.

> Of course, to those who've payed top dollar for
> 'valuable' rares, that were falsely 'collectable', in a market that's
> dropping...

May they burn in hell as CCG's become more available for smaller wallets.

Cedric.


 
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BenF  
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 More options Dec 12 1995, 3:00 am
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From: BenF <b...@access2.digex.net>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

On Fri, 8 Dec 1995, Cedric Chin wrote:
> > Cosmic Encounter..........$35
> > ASL rules.................$45
> > Beyond Valor..............$40
> > Titan.....................$30
> > History of the World......$35

> Well, there's about five playing sessions, and 25 hours of play.

Well you clearly don't know what you are talking about.  I have played
more than 25 hours of Cosmic Encounter and History of the World and I
don't particularly like those games.  As for Titan, I play over 50 games
of it per year.  That's over 250 hours per year, well over 1000 hours in
my lifetime.  I have purchased 2 Titan sets for about $50 total, one of
the sets was worn out by constant use.

                                        - Ben

---------------------------------------------------------------------
"Cold hearted orb that rules the night,
 Removes the colours from our sight.
 Red is grey and yellow white,
 But we decide which one is right.
 And which is an illusion???."  
      from Nights in White Satin by The Moody Blues 1967


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9o39$...@usenet.ucs.indiana.edu>,

Probably the tip of my head.  Knew I should've said that...

> I can't begin to count the playing sessions/hours I've gotten out of any _one_
> of the above games.

...it depends on your playing environment how much play/cost you receive.  If
you have a regular ASL or CE group, great!  If you're a boardgamer who can play
any boardgame the local club has, better!

> If you're looking for a quick game, or one you could play several times in a
> session, then CCG's certainly have the upper hand here, although I've seen
> both Cosmic Encounter and HotW played several times in an evening by "normal"
> people.  It's common for ASL players to play "best 2 out of 3" on a given
> scenario, often switching sides.  At an ASL tourny, players play many games in
> a day.

Yup.  Whatever you enjoy.  Me, I don't have any intention of entering a MtG
tourney.

Cedric.


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4aa3m8...@inet-nntp-gw-1.us.oracle.com>, tgr...@us.oracle.com

(Tom Grant) wrote:

(Stuff deleted)

> This is a parody of this person's response. Try to take him more seriously.

Serious gaming?

Cedric.


 
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dannyla@beta.delphi.com  
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 More options Dec 12 1995, 3:00 am
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From: "dann...@beta.delphi.com" <dann...@beta.delphi.com>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

>Actually, I think the problem here is that the `collectibility' of
>CCG cards arises largely from the strategies they enable in the
>game.  `Moxen' are expensive not merely because they are `a
>collectible (in usual terms) game component' (like an out-of-print
>baordgame), but because they enable a superior strategy in the game
>by their possession.  That's why if WotC re-releases the Moxen
>as a common, the value would -plummet-: the alpha card is as much an
>alpha card and has as much significance on the development history
>of the game as before, but its function of allowing the superior
>strategy finds a substitution.  I hold this (co-relating $$$ possession
>of game components to an advantage in the game through extra availiable
>strategies) to be a perversion.

Exactly, I agree.  That's why those who buy these with the expectation that they
will be extremely valuable in the future may as well hit the track and put it all on
a 'Old Paint' (16-1) in the third.  <g>

If their buying them for the play, so be it.  Then, while playing Johnny Wannabe
when Johnny's Mom shows up to yank him away from the 'Magic' table, Johnny, in his
anger, knocks that Coca-Cola all over that nice Moxen now worth about $.50

<g>

Danny


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4ahcen$...@klein.delphi.com>, "dann...@beta.delphi.com"

We're now going off on a tangent of collectability (nothing wrong with that),
but I'll agree with your statement of "false collectability", except that CCG's
are nowhere in the minority.  

The comic book industry of the 1950's was of true collectability, but anyone
who collects comics knows that it's now false collectability.  From ads on said
false collectibles (: I know that baseball cards have this false collectability,
too.  To a rather lame extent, many items targetted towards the very non-hobby
audience are cited as "collectables" (aka. Franklin Mint).

> If I make some 1/2-cent cards, and run through a room saying "I only made th
> this one", and people buy it; good for me.  I just think it's shaky
ground to  
> in, IMHO.  The original cards that were developed, the Alphas, Betas, etc?  I
> they are probably rightfully collectable, since they were a step in the deve
> of the game and were obviously limited.  But even then, they were labeled
> 'collectable'.  

I'm not sure which "collectability" point you're commenting on, here.  Is it
that CCG's are dumb "investments"?  Or that CCG's are "false collectables"?
(BTW, I agree with you on both points.)

> Here's an example:

> What happens to the value of the 'Moxen' if WOTC decides to re-release the c
> one of their many 'expansions'?  It's going to -plummet-.

> Now, look at that scenario if applied to a Babe Ruth baseball card.  'New one
> released?  Nothing substantial happens to the value of the original.

The same > be applied to the Mona Lisa, a 1950's gullwing Mercedes, or an
original 'Ba

> doll.

Apples and oranges.  The value of a CCG card is based on its "rarity" and its
"playability".  Said collectables are based solely on its "rarity".  

I'd bet that a 1950's gullwing Mercedes would be **much** more available if the
only car that was produced today were Yugo's...

Cedric.


 
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Cedric Chin  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board,
From: inv...@leland.stanford.edu (Cedric Chin)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
In article <4a9n3q$...@usenet.ucs.indiana.edu>,

aha...@bigbang.astro.indiana.edu (Alec Habig) wrote:
> Cedric Chin <inv...@leland.stanford.edu> wrote:
> >aha...@bigbang.astro.indiana.edu (Alec Habig) wrote:
> >> Another big difference - the attitude of the gamers to their collections in
> >> two games.  I'm putting a lot of time and skill into painting up some
> >> figures, and am proud of my work (as well as their usefulness in a
game).  A
> >> CCG gamer is proud of his trading skill, or how much money he dropped on a
> >> card (as well as how useful it is).  So both games contain a "collection"
> >> aspect, but the motivations are quite different.

> >If you ignore the art on the card, sure.

> Certainly collecting the cards for the art value is a point I missed.  Howeve
> do you create the artwork for your cards?

Nope.  Don't pose for them baseball photos, neither.

Cedric.


 
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Dave Howell  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
Followup-To: rec.games.trading-cards.misc, rec.games.board
From: sn...@wizards.com (Dave Howell)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
David desJardins (d...@ccr-p.ida.org) wrote:

: If it's really true that giving an advantage to the player with more
: cards (and more valuable ones) over the player with fewer cards is not a
: fundamental _goal_ of CCG designers, then it certainly should be
: possible to construct CCG-like games in which that's not true.

: I'd be ecstatic to be proved wrong by someone publishing (or pointing me
: to!) CCG-like games of the types that I said I would like to play.

You'll never be proven wrong, but it's not because it can't be done.

Player A: "I play B, and he always whups me, and he has a zillion cards.
More cards help you win."

Player B: "Fine. Here's an unopened deck for you, and one for me. Let's
take 20 minutes to tune these, and play."

What happens? Player B wins. There is a VERY STRONG correlation between #
of cards owned and skill. Player B has a lot of cards because they're
really really into Magic. Because they're so excited about the game, they
play a lot. And learn.

As somebody else pointed out, the '94 World Champion won with a total
investment of one deck, and shrewd trading. Wizards has a special test
deck that can be counted on to just trounce even "tournament" player
decks full of Moxes and expensive cards. It's an all-common deck.

Considering that Moxes were first considered junk cards, and it was
literally months before people realized their value, I think Wizards and
Richard did an incredibly good job of countering $=winning, and the
introduction of new tournaments has been to fix the few cards that turned
out to be problems.


 
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Dave Howell  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
Followup-To: rec.games.trading-cards.misc, rec.games.board
From: sn...@wizards.com (Dave Howell)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

Tom Grant (tgr...@us.oracle.com) wrote:

: Well, there's one bad sign about the fate of board games and RPGs: Wizards has
: discontinued everything except their card games, including the excellent board
: game RoboRally. I know, this is only one company, but how many others might

RoboRally has NOT been discontinued.


 
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dannyla@beta.delphi.com  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: "dann...@beta.delphi.com" <dann...@beta.delphi.com>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

Okay, so you have 1 out of 5 that you're passing judgement on.  And you've spent all
this time and money on the CE system when you think it sucks?

How many CCG cards did you say you've bought?

-Danny


 
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Frederick Scott  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: fre...@netcom.com (Frederick Scott)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

inv...@leland.stanford.edu (Cedric Chin) writes:
>In article <4aiaml$...@saga.cs.cornell.edu>, k...@cs.cornell.edu (Alan
>Kwan) wrote:

>> Well, I don't mind that a game component is a collectable item,
>> but if that gets tied in with availiable strategies for winning a game,
>> then something gets ugly.  If a game component is collectible by virtue
>> of its artistic qualities or its rare availiability, it's okay as
>> long as its possession is not connected with an advantage in the
>> game.  Unfortunately, it _is_ connected, in the case of every CCG
>> I've seen.

>Then don't play against people who **insist** upon using their unfair
>advantage!!!

That's just plain silly.  It's funny that it requires CCGs for people to
invent the philosophy that one's opponent should deliberately limit their
latitude of choice in strategies in order to be a courteous gamer.  The
point of playing a game is to experience the challenge of selecting the
best strategy.  If that selection is easy, the game designers haven't done
their job.  In board games, that situation manifests itself in terms of
repetiveness: every game is played like all the others; many sections of the
rulebook never come into play because they address non-optimal stratgies and
so forth.  In CCGs, it works out a little differently.  The rarer cards used
by the optimal strategies become prohibitively expensive and the poorer
players (or those not willing to invest the money into the game) wind up
having a difficult time obtaining them - but they would still use them if they
could.

So all of a sudden it's discorteous to use the optimal strategy because you
need to use expensive cards to implement it?  I don't think so.  The root of
the problem is the same: bad game design.  Whether that happened by accident
and/or inadequate play-testing or the game company is deliberately spiking
their rare sheets to improve pack sales isn't clear to me.  And it probably
depends on the company.

Fred


 
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Julian Barker  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc, rec.games.board
From: Julian Barker <Jul...@rodent.demon.co.uk>
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games
anford.edu>
Date: Tue, 12 Dec 95 20:54:53 GMT
Organization: Home
Reply-To: Jul...@rodent.demon.co.uk
X-Newsreader: Demon Internet Simple News v1.30
Lines: 70
X-SMTP-Posting-Host: rodent.demon.co.uk [Tue, 12 Dec 95 21:09:39 GMT]

In article <invest-1212951327500...@course-mac.stanford.edu>
           inv...@leland.stanford.edu "Cedric Chin" writes:

Why don't the CCG players form their own club?

Why should I need to? The club is going strong, only the atmosphere has
changed.

At last years AGM there was serious discussion of throwing CCG players out!
I must say that I spoke against this. My objection isn't against the games
itself but the behaviour they encourage.

As an original member I can say that for over 20 years the club has been
very harmonious. There have been regular playings of all sorts of games
from miniatures through various RPGs, SFB, board games and Bridge. Nothing
has caused anything like the ill feeling as CCGs have done.

I stand by my comment about games that are designed to exploit human
nature are the real culprit. IMO the conflict is between those willing to
be exploited and those who refuse.

--
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                               Julian Barker                            +
+                        jul...@rodent.demon.co.uk                       +
+      Keep your lies consistent - Ferengi Rules of Acquisition #60      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


 
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Alan Kwan  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc
From: k...@cs.cornell.edu (Alan Kwan)
Date: 1995/12/12
Subject: Re: Prejudice Against (Collectable) Card Games

In article <30CD2AF7.6...@fas.harvard.edu> Drew Fudenberg <fudenb...@fas.harvard.edu> writes:
>Alan Kwan wrote:

>>   I hold this (co-relating $$$ possession
>> of game components to an advantage in the game through extra availiable
>> strategies) to be a perversion.
> --Alan, while I  agree with some of what you've said in this thread, I
>still seem to enjoy CCG's depsite the drawbacks you've emphasized. What
>puzzles me is that the frequency of your posts on L5R in r.g.t.-c.m
>suggests that you've bee n spendinga fair bit of time thinking about it-
>can we infer from this that you enjoy it despite it being a CCG?

Well, I do enjoy CCG's for their variety of strategies which
arises from the deck-building concept.  I analyse CCGs with
the assumption that players have an unlimited supply of cards -
an assumption which violates the "CCG Principle", as I call it, and
thus is not true in practice.  I /like/ the deckbuilding concept and
/hate/ the CCG Principle.

I do play L5R; I have cards I traded from a starter + a booster.
I do critize harshly about the $$$ problems in L5R, such as
Heart of the Inferno being a rare card.  It's also hard to trade
in L5R because cards of the same varity level differ greatly in
power.

The deck-building concept is IMO the strength of CCGs, but one does
not have to maintain the "CCG Principle" in order to maintain this
good point (for example, free use of proxys /in the rules/).
Also, the rarity class concept drive me nuts.  I can't put an
Inferno or a second Samurai Cavalry in my deck unless I shell
out $$$.  Making cards like Heavy Cavalry uncommon seems like
a baltant $$$-sucking scheme to me.

--
"Live Life with Heart."

Alan Kwan     k...@cs.cornell.edu


 
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Discussion subject changed to "rules question: Encircled Terrain" by Alan Kwan
Alan Kwan  
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 More options Dec 12 1995, 3:00 am
Newsgroups: rec.games.trading-cards.misc
From: k...@cs.cornell.edu (Alan Kwan)
Date: 1995/12/12
Subject: [L5R] rules question: Encircled Terrain

Can the Attacker or Defender pick allied units?

If not, what if the Attacker or Defender has no units?

(It seems to me that some Battle Action cards were not
well thought out with respect to allies.)

--
"Live Life with Heart."

Alan Kwan     k...@cs.cornell.edu


 
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