Playing the WoW TCG at BlizzCon

So if you're curious for a beginner's look at the game and how it plays -- keep reading!
For World of Warcraft players, you might think of the trading card version of the game as a form of group PvP that doesn't require an internet connection or a monthly subscription fee, and in which you'll never have problems with AFKers. The basic premises of both the online game and the card game are similar, just presented differently.
TCG concept: Your hero
Represented by a special hero card, your hero's faction, race, class, and talent build determine the type of gear you can equip, quests you can complete, and abilities you have access to. Each unique hero has a specific amount of health, and when you run out of health, the game you're playing is over.
Online concept: Your character
In-game, your character's faction, race, class, and talent build determine the type of gear you can equip, quests you can complete, and abilities you have access to. When your character runs out of health, the game may not be over, but you do need to make a corpse run back, eat, drink, rebuff, etc. You can think of death in either variation as a reset of the current gaming session.
TCG concept: Your allies
You may play ally cards during your turn. These allies can then assist you by attacking your enemies or casting spells on your command.
Online concept: Your party
If attempting to conquer a challenging quest or objective, finding a party of other players to assist you can make all the difference. However, you may have more trouble getting them to follow your directions than your TCG allies...
TCG concept: Your abilities
If you have the resources, you may play ability cards during your turn (or instant ability cards during anyone's turn) to do damage to your opponent, buff yourself or your party, heal yourself or your party, prevent enemy allies from attacking, etc.
Online concept: Your spells
If you have the mana, rage, or energy, your character can cast spells or use abilities that aid them in combat, offer a variety of buffs, heals, and many other things.
TCG concept: Resources
For each turn of gameplay in the TCG, you may play one card as a resource. To summon allies, use abilities, equip gear, or complete quests, you must pay a certain number of resources. So you can't summon your biggest, baddest ally during your first turn, just like a Warlock can't summon a Doomguard at level 1.
Online concept: Mana/rage/energy/time/gold/etc
In the online version of the game, you can equate resources to many different things. Perhaps it's the mana required to cast that spell, the time taken to complete that quest, or the gold spent to buy that armor. Online and in the TCG, you have a limited pool of resources to work with.
So how does the game actually play? Well, you start off with your hero and your deck of cards (which, hopefully, includes a balanced mix of allies, abilities, and quests!), and then you begin your first turn...
- Draw seven cards
- Play a single resource card. Quest cards can be played face-up as a resource and completed later, but if your initial hand doesn't have any quests, you can play any card face-down as a resource. (Though the card is essentially lost to you -- so if you do this, you'll want to play something you don't think will come in handy soon.)
- After you've played your resource, you can exhaust it (represented by turning it sideways) in order to play any card in your hand that has a single resource cost. So you can put an ally, ability, armor, or weapon into play.
- Ready any exhausted cards
- Draw a card
- Play another resource card (one a turn!)
- Attack your opponent with allies that you summoned last turn
- Use your resources to summon allies, play abilities, equip armor or weapons, or complete quests
The TCG probably isn't for everyone -- but for those of you out there who enjoy World of Warcraft and are looking for a different type of gaming experience, the TCG is quick to pick up and fun to play and maintains a number of elements from the online version of the game.
Filed under: BlizzCon






Reader Comments (Page 1 of 1)
HalcyonGT Aug 8th 2007 9:11AM
If Upper Deck wasn't creating nonsense trinkets to be randomly inserted into the booster packs...I don't this CCG would last on its own.
But I guess its a way for WoW addicts to play while not in front of a monitor.
Theadrick Aug 8th 2007 9:35AM
I fully agree with HalcyonGT. If it didn't have the WoW name attached to it along with the ingame goodies, it would have been a passing memory by now, regardless of the good artwork (I do love the artwork for the most part)
Doc X Aug 8th 2007 10:51AM
Well, if you're a die-hard MMO player, there's no interest for you in the CCG. However, if you're a CCG player (like myself) or even a CCG player who plays WoW (also like myself), the game's really good.
The engine is solid, easy to pick up but with enough depth and complexity to not be boring. The card effects do a very good job of representing effects from the MMO and are very flavorful.
If CCGs aren't your thing, you won't be into this game. However, I really like it and enjoy throwing around some cards every week or two down at the local game store. And I love pulling a scratch-off loot card because I can ebay that sucker to crazy MMO players who must have everything and then get money to buy more cards ;-)
Joyd Aug 8th 2007 11:57AM
The general system used by the WoW CCG is actually fairly strong; I've been more impressed, but I've also seen a lot worse. CCGs based on existing properties often make concessions to the property, and this CCG is no exception, but it plays pretty well. Like almost every modern CCG, it owes a ton to Magic: The Gathering, but it still feels kinda unique. (Although my friends and I can't help but use MTG terminology to refer to various game concepts.)
The game has some questionable design elements (most of the cards in the game can, by definition, not be used with each other), but I had a little fun with it. That said, I don't know if the game has much audience at all outside of WoW players. (Although the WoW brand may actually scare off some potential players who aren't WoW players.) Also, there's some good humor here and there, and not only in the flavor text. (Thunderstrike's "special ability" is being disenchanted.)
Zuty Aug 8th 2007 3:24PM
The TCG is a lot better then people would expect.
I have been playing it since launch and have been having lots of fun playing it. I am of course a TCG player, been playing MTG for years and have been in and out of several others, but this TCG has a lot to offer and isn't some terribly slapped together TCG to get TCG players to play the MMO. I just wished more people in my area played, thats the only downside I have had so far with the game.
~Zuty
Sylythn Aug 8th 2007 2:10PM
We had a guild meet in Niagara Falls the same weekend as Blizzcon and I'd specifically bought 4 starter decks to bring with me, 2 original, 2 expansion. We had a blast playing (granted several of us were ST:CCG or Magic veterans). It's easy to pick up, has all the flavor of the game in it, and it's fun to play. I just have to be careful that I don't catch the bug and do more than play pre-made starter decks...I spent way too much money on ST:CCG in those days.
Mask Aug 8th 2007 6:35PM
/agree with Zuty
It is a fun game that has a lot of similarities to previous ccg's like Magic and Vs. but also has enough unique features to set it apart. If you are a fan of ccg's and also play the online game this is a no-brainer for you to try out.
leroyparker Sep 29th 2007 10:02PM
I feel your pain Zutty, I can't seem to get anyone to play it these days either. All the guys are at work play online and are more than willing to rape my collection of lute cards but won't consider making a desk and throwing down with me. I love the TCGs and have stayed away from the MMORPGs because if I put that needle in my arm there's no turning back :) These kids today need a $2k gaming rig and killer graphics to keep their ADD arses interested.