Archive for October, 2009

Elemental Clash Strategy – Another Brick in the Wall:

Thursday, October 29th, 2009

This deck employs a rather primitive strategy. Simply hide behind your Walls and wait for your opponent to run out of cards. Build as many Walls and summon as many defenders as soon as possible. Restless Corpse is especially useful, as it returns to play again and again. Use Excavate and Necromancy to bring back destroyed defenders. I splashed a little Water for card draw, to prevent running out of cards in hand. As if they were not sturdy enough already, you can additionally increase the DEF of all your Creatures with Stonehide Spell.

Another Brick in the Wall.dec.:

Creatures (14):

3 x Restless Corpse

2 x Briar Wall

3 x Flowering Wall

3 x Earth Wall

3 x Geomancer

Spells (11):

3 x Excavate

3 x Wave of Wisdom

3 x Necromancy

2 x Stonehide Spell

Element Stones (15):

3 x Powerstone

3 x Islandstone

3 x Mercury-Stone

6 x Venus-Stone

elemental clash strategy – carnage.dec

Wednesday, October 28th, 2009

The aim of the deck listed below is simple: deal out massive amounts of damage. The core piece of the deck that allows you to do so is Spirit of Mars: This Permanent-Spell doubles all damage dealt by you and your opponent(s). With this P-Spell in play, your Archdemons and Will-o’-the-Wisps deal an impressive 12 damage to your opponent, Mars’ Rage increase damage dealt by 6, Flaring Flames also deals 6 instead of 3 damage and so forth. Use Lightning Strike and Flaring Flames to get pesky blockers out of the way in order to ensure that your attackers get through.

Demonic Stones allow you to drop such impressive threats like Archdemon or Will-o’-the-Wisp as soon as turn 2. If your opponent did not wisely place a blocker in his or her DEF-Zone, you might get a full six damage through on turn 2 using Will-o’-the-Wisp.

Carnage.dec:

Creatures (12):

3 x Spark Spirit (F)

3 x Goblin Fanatic (F)

3 x Will-o’-the-Wisp (A)

3 x Archdemon (F)

Spells (12):

3 x Mars’ Rage (F)

3 x Flaring Flames (F)

3 x Lightning Strike (A)

3 x Spirit of Mars (F)

Element-Stones (16):

1 x Hastestone

1 x Powerstone

3 x Demonic Stone

6 x Mars-Stone

5 x Jupiter-Stone

Elemental Clash Review by Rudolf Aligierski!

Monday, October 26th, 2009

This is the first review for Elemental Clash, written by Rudolf Aligierski!

I’d like to thank Rudolf for this great review and for his services as trusted play-tester!

I can’t remember when I learned about Elemental Clash, or how it happened exactly. I remember however that it happened when I was thinking about rules (theme/mechanics requirements) for the next year PnP Contest I organize. I wanted game or gaming system that would work like CCG in means of deck-building, but would be simple, easy and free. All my expectations were met when I learned about Elemental Clash, so the next year PnP contest will be about something different…

Components of the game
Elemental Clash is kind of CCG without rarity factor, which means that you can build your deck freely out of 240 currently available card designs (basic set and 3 currently uploaded expansion sets: “Underworld”, “Tribes” and “Spellforce”; 60 cards each). According to the basic rules deck consists of about 40 cards – but it can be freely changed as long as both players agree on that and have equal number of cards in their decks. There can be no more than three copies of single card design in each deck (except for basic energy stones that you can have as many as you wish, and “unique” cards that you can have only one per deck). Word “currently” will appear a lot in this review, as the game is still developing and new expansions are on their way (as far as I know there are plans for up to sixth expansion).

Assembly
There are couple of ways you can get your deck. You can order ready-made decks from The Game Crafter, you can order cards from Artscow in expansion sets, you can buy card sets directly from designer (simple way to get signed copy) or you can download ready-made decks and expansions from BGG game page in form of PDF files with 9 cards per page layout (spaces between cards are a little bit too wide, and you have to do more cutting, but that is just a minor complaint that is irrelevant compared to the fact how many ways you can assemble your deck). And here is the best part – PDF files from BGG are edit-able, so you can compose any deck you want using graphic software (personally I used GIMP, which I recommend). Cards come in two language versions – English and German, you can download German version from author’s homepage.

Rules
Rules are simple, clearly written and short. On 8 A5 pages of rulebook you will find rules explanations, gameplay examples and graphic diagrams showing how the table setup look like. I’m very happy with the rules, in fact those were so simple that we thought there is something more complicated about them in our first game and played by our “what we think rules should say but was omitted” assumptions. After GeekMailing designer I learned that “yes, rules really are that simple…” Don’t get me wrong – rules are simple, but game can be really deep and strategical. Especially thanks to the Attack and Defense zones that were quite fresh idea for me. I’m not going to explain all the rules in this review, you can download those and read yourself.

Gameplay
Each player draw five cards, players decide who starts the game, and they proceed. Players play their Element Stones in piles in order to provide required energy level for the card they intend to put into play. Played card is stuck on the Energy Stones Pile (ES Pile as abbreviated in rules) until the next Standby-Phase (first phase of player’s turn). Apart from ES card there are also Creature cards that can be placed in Attack and Defense zones after spending their time on ES Piles and Spell Cards that take effect (either permanent or instant, depending on Spell card type) after placed on ES Piles. If player receives damage, he/she must discard that many cards from their deck called Spellbook into the discard pile. That might trigger some special Effects (for example Bone Warrior can arise).

As you can see, gameplay is very easy. I mentioned couple of things that differ Elemental Clash from many CCGs. For example – dealt damage causes card discarding. Very simple idea but followed by very important tactic consequences. For example – if you want to built your deck and strategy on single card that does something spectacular make sure that this card will take effect, put more than one of those cards into the deck or it can get easily discarded, and you get screwed. What if all those cards you bet your life on get discarded? Think fast, form new strategy, get a Plan B, or C… you can even need a Plan D. That forces players to build multi-thread strategy decks. Also notice how it integrates with a theme: I am powerful wizard standing on the hill. Leading battle. Concentrated over my Spellbook full of mighty spells. Giving orders… Suddenly I notice three skeletons that breached my defenses. Bonewarriors! Curses! I start to browse my Spellbook nervously to find a proper spell. Curses! I skipped Flaming Arrow spells… Can’t go back, must find spell! Stone Wall – Emerge! Now I’m safe… but how many pages of good spells I lost… Then… Defense zones and Attack zones. It’s great. Now you are the leader of the battle, you can decide if you want your creatures to stay close to you to take any blow aimed at you, or if you want to send them forward to get your enemy. It gives the feeling that your decisions matter and have consequences in the future of the battle. You decide, you advance, you retreat, you pay for your mistakes. ATK-DEF-Zone mechanism is one of my favorite things in Elemental Clash. And then… when you have no more cards to draw the battle is finished.
I still stood on the top of my hill staring at the back cover of my Spellbook. No more spells. No more chances. I wasn’t prepared good enough. My opponent’s summoned creatures surrounded me. I give up… you can have my Dragon Blood potion ingredients Zanzabar… But remember that we play chess this weekend. And I am good at chess…

“It’s just another Magic clone, huh?”
I intentionally didn’t mention MtG in this review so far… There are many similarities between Magic: The Gathering CCG and Elemental Clash. It’s obvious given that both are based on core ideas of Collectible Card Games, both are based on spells-and-creatures fights, both have customized card decks for each player and author is MtG fan. Personally I think it’s the MtG’s marketing that makes it so hard for every new CCG, because everyone says “CCG” and thinks “Magic”, every new game in this genre will be considered “kinda’ like Magic”. That made a designer bit upset. Personally I agree with him. It’s clear that he put a LOT of effort into creating this game. He is not discouraged by any negative or skeptical comments, he provides discussion and lays out his arguments that in fact his game is different from MtG. Yes, it is different and fresh enough to try it and enjoy it. If you played MtG it will only make the rules easier to understand. I played this game with two of my friends before writing this review – one of them was old MtG player, fascinated with that game and playing it a lot – another one has never seen it. They both liked the game. First one was very fond of DP and DPT mechanisms (things that happen with discard pile) and the fact that damage-dealing mechanisms original concept wasn’t wasted by adding those effects. The other one liked the game overall, wanted to see more card designs. Given that designer makes everything himself and on his own, ad gives that for free, putting even efforts to make the game different, avoiding legal issues of patented “taping” mechanisms my advice is – stop complaining, start paying.

Support
Game is not dead. It still develops, rules got slight fixes where needed, designer opened rules explanation and suggestions threads on BGG game entry page, there are three expansions, plans for other three and probably plans for other plans. Designer is really opened, enthusiastic and friendly, you can GeekMail him if you don’t understand something and everything will be explained to you as soon as he gets to answer your GeekMail. I think that is really important and worth mentioning, as not every PnP game you can find on BGG is supported so well.

To sum up
I don’t rate games, as I not consider myself reliable source. But as I wrote this review I have my right to express my feelings about the game. I would rate it 8 or maybe even 9/10. It’s nice, plays quick, still developing, more cards come almost every month, nice alternative for MtG and free. There must be something right about it as Andrew Tulsen (if you are into PnP games you must know this guy, he is basically something like Batman and Superman of PnP games together) rated it 8.

Pros:
- free!
- very original ATK-DEF-zones mechanisms
- interesting use of discarding as a negative effect (damage) that can be used also in favor of the player damaged (DPT effect taking spells and creatures)
- good support on BGG
- game still develops and more expansion come
- you are free to build any deck you want
- interesting special abilities
- easy to understand, simple and clear rules
- short, quick, fast-paced and exciting

Cons:
- art is “clumsy” sometimes, but as a designer still works on the game it gets better with every expansion
- card layout in BGG PDFs could have 1-pixel spaces between cards for easier cutting instead of wide spaces (minor complaint)
- some cards are unbalanced and are added to designer’s personal “restricted list” (Earth Ritual)

Please note that English is not my national language, please point out any mistakes so I could correct those (GeekMail would be nice).

elemental clash strategy – stonelocked

Wednesday, October 21st, 2009

This deck is all about one thing: Element-Stone control. Mercury Shatterer, Sea Dragon, Shatterkick and Shattering Wave let you either send an ES back to your opponents hand, to his or her Discard-Pile or to the top of his or her Spellbook. Merman Meddler and Mercury’s Vice give your opponent the choice between having to destroy one of their ES or having their Spells countered. What a tough choice indeed. So simply keep your opponent’s ES count down while pounding him or her with your Creatures. Being a mono-colour deck you do not need that many coloured ES, so this deck packs an assorted collection of “utility” ES. The deck has Demonic Stones, which allows you to drop a Sea Dragon or a Mercury Shatterer as soon as turn two. Powerstone strengthens your Creatures and Hastestone turns them into “Quickattackers”.

Stonelocked.dec:

Creatures (9):

3 x Merman Meddler (TR)

3 x Mercury Shatterer (BS)

3 x Sea Dragon (SF)

Spells (15):

3 x Shatterkick (UW)

3 x Forbid (UW)

3 x Shattering Wave (BS)

3 x Wave of Wisdom (BS)

3 x Mercury’s Vice (SF)

Element Stones (16):

3 x Demonic Stone (UW)

2 x Powerstone (BS)

2 x Hastestone (BS)

9 x Mercury-Stone (BS)

illustrations for expansion-set spellforce

Wednesday, October 21st, 2009

cleansing wind

cleansing wind

lightning bow

lightning bow
lightning dragon

lightning dragon

magmahammer

magmahammer

mars' wisdom

mars' wisdom

mercury helmet

mercury helmet

mercury's vice

mercury's vice

mercury's wisdom

mercury's wisdom

mirror stone

mirror stone

mystic kraken

mystic kraken

necromancer's mark

necromancer's mark

nimble spirit

nimble spirit

quicken

quicken

reaper's scythe

reaper's scythe

repulse

repulse

restock

restock

rock skin

rock skin

rock thrower

rock thrower

salvager stone

salvager stone

scattershot

scattershot

scavenge

scavenge

sea dragon

sea dragon

shackles

shackles

spark spirit

spark spirit

spellsurge

spellsurge

undo

undo

venus' protection

venus' protection

venus' wisdom

venus' wisdom

vision

vision

zap

zap

ember sorcerer

ember sorcerer

fiery bolt

fiery bolt

fire dragon

fire dragon

fireball

fireball

fleeting stone

fleeting stone

forge

forge

frost nova

frost nova

frost bolt

frost bolt

greater armour

greater armour

greater sphere of protection

greater sphere of protection

greater visions

greater visions

horrible mask

horrible mask

lightning archer

lightning archer

dampen

dampen

de-spell

de-spell

earth dragon

earth dragon

astral charge

astral charge

club

club

burning fury

burning fury

burning memories

burning memories

cloak of invisibility

cloak of invisibility

elemental clash expansion-set spellforce: all cards

Monday, October 19th, 2009

finally, elemental clash’s third expansion-set “spellforce” is out:

bringing you 60 brand-new cards, “spellforce” contains more spell-cards than its predecessors. with “ranged attack: x”, creatures get a new, exciting ability. furthermore, a wholly new spell-type is introduced: equip-spells (shortly: E-spells).
equip-spells (E-spells): are played to a suitable ES-pile. during the next standby-phase, they are attached to a creature. If there is no creature in play you want ot attach it to, the E-spell remains on the ES-pile it was played to. if creature an E-spell is attached to leaves play, return that E-spell to its owner’s hand.

ranged attack: x: instead of attacking, a creature with “ranged attack: x” may deal x damage to any player or creature in any zone (the zones are attack-zone, defense-zone and element-stone-zone). a creature may also perform a ranged attack while in the defense-zone.

salvage:  if you put a card with “salvage” from your hand onto your DP, you may play it for free immediately. a creature is put either into its owner’s ATK- or DEF-zone and a spell is put onto its owner’s DP.

click on “read more” to get to the cards!

(more…)

chevee’s decks

Monday, October 19th, 2009

these are 2 decks a buddy of mine has designed. check em out:

Deck 1 – Undead Regrowth

Venus Toad x2
Bone Warrior x2
Troll Grunt x2
Loam Shaman x3
Ghost of the Dead x2
Earth Ritual x3
Stonehide Spell x2
Excavate x2
Venus’ Boon x2

Sparkstone x3
Venus Stone x17

Deck 2 – Goblin Surfers

Goblin Warrior x2
Goblin Cadet x3
Goblin Coward x3
Fanatic Goblin x2
Goblin Champion x2

Fiery Arrow x3
Mars Rage x3
Wave of Wisdom x3
Mercury’s Boon x3

Mars Stone x7
Mercury Stone x5
Powerstone x2
Hastestone x2

push&move: an ever changing board game of pushing and moving dice

Saturday, October 17th, 2009

here is another one of my creations: in push&move, a board game for 2 – 4 players, each player has a set of five dice with which he or she tries to push at least 3 of an opponent’s dice over the edge of the playing field or onto one of the dreaded “death-tiles” in order to win. The playing field can be assembled randomly and individually from a varity of tiles with special effects by throwing a 20-sided die each and every time you play.

i made the game with a magnetic board and magnetic tiles, but ordinary (heavy) cardboard would also work i guess.

again: everything you need is here for free print and play!

if you don’t have the time to make all the push&move tiles or if you want to save printer ink, i have an awesome idea for you! just take an ordinary sheet of checkered paper and draw a grid of 7 by 7 squares. then you can use the dice chart and a twenty sided die to create the playing field. simply draw little symbols or use letters for the different tiles.
you can also create custom playing fields without using the die. though it will not look as pretty as my smug magnetic version of the game, it is still playable.

so anybody with access to pencil and paper (and, well, to two sets of differently coloured dice) can make custom playing fields, play with tham and save them for further games.

push&move rulebook

push&move board

push&move tiles

push&move cards

die deutsche version des spieles findet sich hier:

push&move regelbuch

push&move spielbrett

push&move spezialfelder

push&move karten

the game board is all set. ready to play...

the game board is all set. ready to play...

pencil&papaer push&move

pencil&paper push&move

IMPERIUM GALACTICUM: my new print and play card-game

Friday, October 16th, 2009

my newest print and play card game (or pseudo board game) for two intrepid space explorers and interstellar warlords is all about exploring space, discovering and colonizing alien planets, constructing orbital and planetary structures, researching fantastic technologies as well as about waging war against your opponent and invading his or her planets.

choose which side you are on: the enterprising and warmongering humans or the considerate and mysterious atrayids (not to be confused with dune’s atreides).

to play the game you only need to download the cards here (imperium galacticum cards bw print version), print them (this is a b/w print version) glue them onto cardboard or laminate them and cut them out.

the game rules are to be found here: imperium galacticum rulebook

here is a spaceship token sheet if you do not want to make your own tokens: imperium galacticum spaceship tokens

besides the cards, you will also need one to two six-sided dice (as you like) and a multitude of counters. i  like using glass pebbles, but old buttons or coins will also do the job.

the game can be played at its present state, though some aspects may still be imbalanced, so i request your assistance in helping me to correct minor flaws and to balance the game. how you can do that? simply print the cards, give “Imperium Galacticum” a go and do some playtesting! i am looking forward to your feedback!

a game in progress...

a game in progress...

buy elemental clash starter and advanced decks online!

Thursday, October 15th, 2009

if you want to start out playing elemental clash and don’t have the time or the nerves to print some decks yourself, this offer is ideal for you. here you can buy two 40 cards starter-decks and 4 exclusive dragon promos for just $15.00 USD. You may also buy the advanced decks (40 cards each) stronghold, DPT-exploitation, windwheel-combo or tribal (merfolk) for $10.00 USD a piece.

with your order you directly support my project and help me keeping up the good work!