Kuro
Naxxramas 1.0 Raider
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The folks at Bethesda/Direwolf Digital finally started spilling the beans on their Digital Card Game offering, Elder Scrolls: Legends.
The Elder Scrolls Legends
Being designed by a couple Magic the Gathering pros, so should be interesting to see how it works out. Doesn't look particularly paradigm-shifting. Only reason it was on my radar initially was Luis Scott-Vargas on design.
-Board is divided into two lanes, with shifting "terrain" modifier to each lane that changes how cards play in that lane (and you can play cards that change/set a lane's Terrain). Creature can attack other creatures in their lane, but not in the other lane; most AOE seems restricted to one lane.
-Game has 5 colors like Magic, but no colored mana; Hearthstone-style turn-by-turn mana progression. Decks are restricted to using 2 colors.
-Game has a solo campaign that rewards cards, or purchasing Booster Packs. Common/Uncommon cards can "level up" in rarity/strength through play. Same rarity system as Hearthstone, including 1/deck Legendaries.
-In the solo campaign, you choose a race/class and that biases what reward cards you get.
-Game also has Arena as a straight rip-off of Hearthstone, choose race+class, then pick cards from sets of 3 until you have a 30 card deck.
-Game has weeaboo-fightan-CCG-style Life-break system. As you lose life and drop below certain life thresholds, your "runes" blow up and you draw cards; it's a system for getting back into a game you are losing. Various cards care about runes breaking, or the # of runes you or your opponent have left. You start at 30 life and 6 runes, with the runes breaking as you dip below their 5-life-increment thresholds. Some cards have the "Prophecy" keyword, and if you draw them off a Rune Break you get to immediately play them for free... but they mostly seem like shit outside of being cast that way, so are likely a non-factor.
-It's a creature combat game, with spells and equipment. Hearthstone style creature combat, with non-recovering creature health and the ability to directly attack your opponent's critters.
-Some cards have a cost in the lower right hand corner you can pay to transform them into stronger cards. Should be a nice mechanic for converting early game cards into mid or late game cards. The base versions of these cards seem weaker than similarly costed cards, as a cost for the flexibility.
-Potions and other Consumeables go to your "support area" and you can click them to get effects. These cards have Charges that are expended as you use them.
-Current card layout is ugly as shit and looks like something a 13-year-old drew in their notebook in 1998.
-Beta begins tonight, and they'll be taking in waves over the weekend as they do their reveal at PAX.
The Elder Scrolls Legends
Being designed by a couple Magic the Gathering pros, so should be interesting to see how it works out. Doesn't look particularly paradigm-shifting. Only reason it was on my radar initially was Luis Scott-Vargas on design.
-Board is divided into two lanes, with shifting "terrain" modifier to each lane that changes how cards play in that lane (and you can play cards that change/set a lane's Terrain). Creature can attack other creatures in their lane, but not in the other lane; most AOE seems restricted to one lane.
-Game has 5 colors like Magic, but no colored mana; Hearthstone-style turn-by-turn mana progression. Decks are restricted to using 2 colors.
-Game has a solo campaign that rewards cards, or purchasing Booster Packs. Common/Uncommon cards can "level up" in rarity/strength through play. Same rarity system as Hearthstone, including 1/deck Legendaries.
-In the solo campaign, you choose a race/class and that biases what reward cards you get.
-Game also has Arena as a straight rip-off of Hearthstone, choose race+class, then pick cards from sets of 3 until you have a 30 card deck.
-Game has weeaboo-fightan-CCG-style Life-break system. As you lose life and drop below certain life thresholds, your "runes" blow up and you draw cards; it's a system for getting back into a game you are losing. Various cards care about runes breaking, or the # of runes you or your opponent have left. You start at 30 life and 6 runes, with the runes breaking as you dip below their 5-life-increment thresholds. Some cards have the "Prophecy" keyword, and if you draw them off a Rune Break you get to immediately play them for free... but they mostly seem like shit outside of being cast that way, so are likely a non-factor.
-It's a creature combat game, with spells and equipment. Hearthstone style creature combat, with non-recovering creature health and the ability to directly attack your opponent's critters.
-Some cards have a cost in the lower right hand corner you can pay to transform them into stronger cards. Should be a nice mechanic for converting early game cards into mid or late game cards. The base versions of these cards seem weaker than similarly costed cards, as a cost for the flexibility.
-Potions and other Consumeables go to your "support area" and you can click them to get effects. These cards have Charges that are expended as you use them.
-Current card layout is ugly as shit and looks like something a 13-year-old drew in their notebook in 1998.
-Beta begins tonight, and they'll be taking in waves over the weekend as they do their reveal at PAX.