9 thoughts on “I’m getting into the Final Fantasy tcg. It’s pretty fun. The new set of boosters comes out in March.

  1. It’s similar to most tcgs,but with a few things i like. You have 50 cards, no more or less. You don’t have land cards, but you can get cp (mana) by burning cards or bringing out backup characters who generate cp (mana) each round.

    Its a basic attack and block style game. You can attack or block with a forward character, and you can cast summons that act like one use spells.

    When the defense cannot or chooses not to block, they take a point of damage, and 7 points means you lose the game.

    There’s no limit to how much cp you generate in a round. One of the frustrating limits in other tcgs is doing limited to playing 1 land or mana card per round.

    Also, the cards are pretty. 🙂

  2. They’re are 3 starter decks : ff vii, ff x, and ff xiii. Vii is a strong attack deck. X is a synergy /buff and churn deck. Xiii is an action denial and debuff/control deck. Boosters give more variety.

  3. I’m tempted to do a write up of the game.  It is pretty good.  Think MTG, but less health and fewer fiddly bits.  And chocobos (lol).

    The problem is the lack of fiddly bits.  Because there are so few abilities (does 8 sound right Steph?), there aren’t many viable strategies.  FFXIII uses the soundest, which is denying your opponent activations. 

    It wasn’t annoying because it was unfair; we need to play more to really know (the score was close).  It was annoying because if you lose activations, /you don’t get to fucking do anything./  I consider that bad design; you should always have something to do on your turn.

    Maybe we could do a Let’s Play or something, Steph?

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