Friday 26 January 2007

Street Fighter CCG

The Street Fighter CCG is part of the Universal Fighting System (UFS) set of games that allow you to mix any UFS cards with other UFS cards regardless of the genre. This allows for some interesting crossovers. The UFS system is quite complex for anyone coming from the likes of Magic: The Gathering or, say, Snap.
The premise is two combatants squaring off in a theoretical arena, controlling a character which is placed down during setup. Cards are drawn from each player's draw pile, which represents the gamut of abilities, moves, and fighting knowledge of the character. Each hand represents
these aspects that are currently available to the character. The idea is to play moves that reduce your opponent's vitality to zero, whilst keeping your character's from depleting.
Playing cards involves a difficulty check which incorporates playing your own cards against your own deck. Very offensive cards have high difficulty, but provide a low check score, and vice versa for safer cards. This adds another dimension to deck building as you must balance the deck to gain maximum effectiveness. Naturally, rarer cards generally offer higher scores in both areas.
There are offensive, defensive, combination, and tactical cards, but the most important are the foundation cards which, while don't directly affect your opponent's vitality, represent the training and preparation of your character and allow your character to perform more difficult moves.
While enjoyable to play, the game takes a while to get going and unless you have purchased a few boosters, the outcome will largely depend on luck, no matter how good your choices of play are.
In terms of games I would give Street Fighter a rating of average. But in the sense of a collectable item, I would say it's quite good, especially for those who have been fans of the franchise since way back when SF2 was in the arcades. All the moves available in the video game (and more) are available as cards, and opening a booster to find Ryu's Shouruyken is just as satisfying as pulling off the move in the arcade.
The UFS system works quite well too as a gaming and sales mechanism. The ability to increase the number of genres without requiring a new fanbase or starting a new play system is marketing genius.
If I could find a fault with this game, the biggest would be the instruction manual. It's hopeless and seems like it's been translated into english from another language. Your best bet is learn from someone who has played a few games.

I've played this game against Jules and Joe, and won most of the games. I would put this down to having played a few CCG's before, but like I said before, most of it is blind luck without a fully customised deck. Be prepared to hand over some dosh if you are serious about this game.

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