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City Of Heroes Ccg box art

City Of Heroes Ccg

Players

2

Time

?-?

Age

9+

Weight

2.23

Rating

6.30

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.6

Deep strategy

Control 3.5

More strategic control

Table feel

City of Heroes CCG has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. While there is some level of cooperation required, it is not the main focus of the game.

Replay value

City of Heroes CCG offers a high level of variability in gameplay, with a diverse gameboard and multiple paths to victory. The presence of expansions adds new content and enhances the gameplay experience. The game provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, City of Heroes CCG has a strong replayability score of 7.95 out of 10.

Luck profile

The City of Heroes CCG has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The City of Heroes Customizable Card Game (COHCCG) was designed by David Williams and produced by Alderac Entertainment Group (AEG). There were a total of two sets of cards released for the game. The first, Arena, was released in January, 2006. The second set, Secret Origins, was released in October, 2006. Since then, there have been no official releases. The COHCCG was designed to be a quick game. Rather than using a turn structure where each player takes multiple actions in a row, the game used an alternating action structure. This lead to faster and more interactive games. Each player was represented by a Hero card, which began play with 2 starting powers. As their action, a player had many choices, including: Play a card, being: a Sidekick a Power that can be used by the Hero or a Sidekick an Enhancement on a Power already in play an Edge card with the keyword "Action" or "React" Activate a Power already in play Move the Hero or a Sidekick Search your draw deck for a Sidekick Recharge your Powers Play a Mission card Use the Defeat text on a mission to complete it Draw 2 cards Unless otherwise specified by the cards played, play continued until only one Hero remained, who was declared the winner. In addition to the 33 Heroes available in Arena and the 22 Heroes available in Secret Origins, players could create their own hero using "Paragon" Hero cards. These cards allowed a player to create new combinations of powers that were not available on existing Hero cards. Players could either play solely with the Paragon Hero cards available in the Arena set, or go online to access the HeroBuilder which allowed players to create Hero cards in the same template as the already available Heroes, including a picture uploaded by the player. After the game was discontinued, a fan community effort created the Hamidon set. Although the generic Hero cards listed all power sets available to the archetypes at the time, it wasn't until The Hamidon set was developed that many of those power sets were codified for use.

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Credits

Designers

1
Dave Williams (II)

Publishers

1
Alderac Entertainment Group

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