Asking the Tough Questions

Every now and again, I come up with a Tough Question. I’ve put capital letters there on purpose, so let’s justify them before my editor removes them. A Tough Question is differentiated from my other musings by the following criteria.

A Tough Question:

  1. Has an answer that can either be known with currently available technology, or is known by someone.
  2. BUT, cannot be answered by me, or any “general” individual, without either insane amounts of effort, money, or some combination of both.

As an example, “Does Hidetaka Miyazaki [director of some of the Dark Souls games] actually have a thing for feet?” is a good one. I was going to put a picture here to demonstrate the weird frequency with which models in From Software games have rigged and properly modeled feet. Then I google “Elden Ring feet” and instead of a finding a poly mesh with rigged images, I found other things.

As such no images will included.

In this case, Miyazaki knows if he likes feet, but I’m never going to get a chance to ask him about that.

Another one was “Do manga authors die young due to stress?” This one seems like it would be fun. But then you learn that many authors have schedules that allow for only 4 hours of sleep per day, and nothing but work. Then 20 minutes later you get into the weird shit, and end up realizing that Japan’s criminal justice is kind of a joke. I also learned that life expectancy doesn’t mean what I thought, and before long you’re completely in the weeds, and have no good way of answering the question whatsoever.

Anyway, I actually did have a point with today’s writeup, so here’s today’s Tough Question.

“Why is it that Bandai can design, publish, and presumably make money off of producing multiple TCGs?”

Between Gundam Card Game, One Piece Trading Card Game, and the Digimon TCG, it seems like all of these products would presumably be competing with each other. At least a little bit.

But they don’t seem to be! All of these games exist, all have their player base, and all were popular enough in Japan to localize into the US.

All of which is to say, someone out there understands this enough to understand why it is a solid financial decision, and could presumably tell me!

But they won’t.

Card Game Resource Systems

It’s Tuesday, I haven’t been playing anything new recently, and I need something to write about this week because breaking a habit is the killer of goals.

So today I’m just going to be rambling about resource systems in card games, mostly collectible card games. Also I’m going to be focused on what I’m calling primary resource systems: the resource generally used to take actions in the game.

Yes, life and cards in hand are resources. They’re not what we’re talking about today.

I’m going in roughly chronological order of game release date, and I’m only going to cover games I’ve played. I’ll quickly explain the mechanic, I’ll give my opinion on in, and I’ll move on.

All that said, let’s get started with….

Ancient Era

Yes, I could have called it something else, but all these games came out over 25 years ago, and I want to cause my editor pain.

Magic: The Gathering – 1993

As the oldest card game on this list, Magic is an undeniable influence on pretty much everything else, either mechanically or thematically.

Its primary resource system is lands. Lands are a card type that go into the player’s primary deck, and they can play a single land each turn. Lands are turned sideways to use them, and at the start of a player’s turn, all of their lands refresh. Cards have costs, and using a land pays for 1 unit in a card’s cost, so on your second turn you can play a card that costs 2, or two cards that cost 1, etc.

They are also deeply flawed. You don’t have to take my word for it on that one, because once we get to the “modern” era of card games in this list, it will become clear that every card game in the last 10 years started with someone looking at lands, and going “Yeah, no, we’re not doing that.”

The problem with lands come in three parts. First and second, because lands are in your main deck, players frequently draw too many lands, or too few lands, and both result in deeply unfun games; games where you have no real cards to play, or don’t have enough lands to play real cards. Third, because lands are one (or sometimes more) of the 5 colors you need, sometimes you’ll have the right number of lands, but the wrong types.

That said, the invention of lands as resource trackers and “1 a turn” escalation element works neatly, and leads to every future game trying to copy them.

Pokemon TCG – 1996

Of course, with Pokemon, we’re not in that modern era yet. So instead of a good clean fix for lands being in your deck, Pokemon has energy. On the surface, energy is similar in a lot of ways to lands. Like lands, they don’t do anything else, they start in your deck, and you can only play one a turn.

However, unlike Magic, most cards in Pokemon are “free”to play. It’s just that the Pokemon themselves don’t do much until you have enough energy to use their attacks. Pokemon also has a lot more card draw than Magic, so getting stuck with clogged hands is rarer (but still happens).

As a result, instead of an escalating resource pool, energy is more a set of thresholds that can be manipulated and protected. Plus, if the Pokemon that the energy is attached to is knocked out, that energy is lost. And you can still only play one Energy per turn.

I do think it’s worth noting that TCG Pocket, the mobile friendly variant of the Pokemon TCG released in 2024, got rid of energy.

Yu-Gi-Oh – 1999

The last pre-modern game on this list, Yu-Gi-Oh’s primary resource isn’t a land equivalent. Instead, I’d consider it to be a combination of “cards in hand” and the single “normal summon” a player gets each turn.

This gives it a distinctly different texture from pretty much everything else on this list. While many of the games here have a sense of slow pacing and escalation, anyone whose played any Yu-Gi-Oh in the last 5 years will be aware that it has the gentle pacing of a rail-gun combined with a roller coaster.

Frankly, as a resource system, I don’t like it very much. It does give Yu-Gi-Oh a very distinct feeling from everything else, but it also means that sometimes games are over before you even get to take a turn.

Middle Era – 2010 to 2016

Is this an arbitrary grouping? Yes. Will that stop me? No.

Force of Will – 2012 (Japanese Release)

And so we reach the first semi-modern game on the list, and the start of attempts to fix the land problem. While it emulates magic in color and card types, one thing it doesn’t do is copy land. Instead, all of your Magic Stones (lands) go in their own separate deck, and whenever you need to play one, you just pull one at random out of that deck.

This solves 2 of the 3 problems with lands, but doesn’t solve getting colors that you don’t want.

Still, it’s a start.

Hearthstone – 2014

Hearthstone, being a digital game, has a lot of tools that other card games don’t. One of those is perfect tracking of game state. It uses this to get rid of lands completely, and replace them with mana. You get one mana crystal per turn, you spend mana from them to play cards, and they refill at the start of your turn.

It’s a perfect replacement to the land system, but one that’s a bit tricky to actually copy into paper because it’s a huge pain to track, as it requires using something other than cards for maintaining game state. Not a problem in a digital game, bit of a pain in a non-digital one.

Modern Era

Hey look, we’re finally trying to fix lands.

One Piece -2022 (Japan Release)

It feels weird to me that One Piece has technically been around longer than everything else on this section of the list, mostly because I just started playing it, but whatever.

One Piece’s primary resource is DON. It’s actually very good. Each player starts with 10 DON cards in their DON deck, gets 2 additional DON after the first turn turn, and it also has a secondary mechanic where it can be used as a basic pump spell for characters you have out. Oh, and because you get two a turn, but the total number is capped, the game has some neat space to play around with making cards “cost” putting DON back into the DON deck without feeling as bad as losing a resource would in other games.

It’s great, and I have no complaints, except that I might have called it something else.

Gem Blenders – 2023

Ah, Gem Blenders. Gem Blenders is a bit of a weird one to start with, and unlike most of the other stuff in the Modern Era, it isn’t using a land replacement style system.

Instead, it’s back to Pokemon’s energy system (but called gems). Except now instead of thresholds for attacks, they’re thresholds for evolution. It’s a bit too entwined with the rest of the game’s systems to concisely comment on, but I will note that the game does have the same problems as Pokemon does. A bit better than lands, but not much.

Disney Lorcana – 2023

Lorcana’s primary resource is Ink, and much like the next two items on this list, it’s going to solve the land problem by making everything a land! Well, mostly everything. Instead of a 1 per turn land system, Lorcana lets you put 1 card per turn facedown into your inkwell.

But not all cards! Only cards with a specific border. To simplify things, this pretty much just means that all cards have a flag for if they can be played as lands or not, with more powerful cards lacking said flag, as a mechanism to make them more painful to dead-draw.

It’s a perfectly fine system.

Altered – 2024 / Star Wars Unlimited -2024

Both Altered and Star Wars Unlimited use effectively the exact same system, so I’m just gonna group them together. At the start of the turn, both players draw two cards from their deck, then can choose to put one card from their hand into their resource pool.

Again, another pretty straight forward system that tries to solve the problems with land.

Gundam Card Game – 2025

Gundam uses a system similar to One Piece, with each player getting a single Resource card per turn from a Resource deck. That said, it does have one small twist in that cards have both a resource cost, and level requirement. This means that a card with a Level of 4, and a cost of 1 can be played for 1 resource, but can’t be played before you have 4 resources in play (Usually turn 4).

It’s not my favorite system to actually play with, but it’s a functional one at least.

Wrap up, and some thoughts.

I opened this article with a discussion of Magic: The Gathering’s resource system, and I think that pretty much every post-2010 card game resource system can be seen as an attempt to fix the three big problems with that system.

To recap, those problems are:

  1. Not drawing resource cards when you need them.
  2. Drawing resource cards when you don’t need them.
  3. Not having the right type of resource cards to play cards.

Through this lens, we can see that there are two main fixes for these problems:

  1. Every card is now a land! (Lorcana/Altered/Star Wars Unlimted)
    OR
  2. Lands are their own special deck! (Force of Will/One Piece TCG/Gundam)

These are better systems, but the one thing we lose is the element of multi-color decks, and I don’t actually know anyone who has tried to fix that yet.

Anyway, happy Tuesday. I’ve spent close to two hours on this now. I’m gonna go get some breakfast.

Glitch – A Quick Retrospective

There’s no lack of reviews of dead games on this site. Deceive Inc is on life support. Crowfall went offline for “future planning” multiple years ago at this point. Crimesight wasn’t a live service game, but got taken offline anyway, because the world is stupid.

Glitch is a little different than those games because it went offline almost 13 years ago. It was a weird little browser MMO with (almost) no combat, and a sort of friendly Hieronymus Bosch vibe. You hatched pigs from eggs, which you grew on eggplant trees, and stumbled around the dreams of giants.

But that’s not what really separated Glitch from all of those other games. What separates Glitch is its long term impact on the world. Not via its mechanics, gameplay, design, or aesthetics, but because while Glitch was being made, its creators also made an internal communication tool for the project.

That was tool was called Slack.

I don’t know if there’s actually some sort of deep irony in one of the few attempts to build a really weird, interesting, peaceful MMO led to the creation of one of the most bland pieces of business software ever to exist. Something about it seems a bit bullshit.

Still, when so many live-service games just vanish and die, it’s nice to see that Glitch has some form of legacy, even if its legacy is completely disconnected from the game itself.

As I found myself being forced to use Slack this morning, I also found myself thinking back to Glitch: to weird landscapes, trying to grow trees, and fights with crows. To a smaller, nicer thing, that not enough people (including me!) paid for, and it died.

Anywayyyy, back to work.

One Piece Card Game

I had a busy weekend. I played a lot of Deadlock, I lost horribly at a Magic draft, and I fixed a lot of technology for one of my parents. I got absolutely none of the work I had hoped to do done, but I did get a chance to try out the One Piece Card Game.

Yes, it really is capitalized like that.

Wait, what’s One Piece?

One Piece is a manga series that’s been running since 1997, which is to say it’s only slightly younger than me. I could say a lot of things about it, but they’re not relevant to this review. All you really need to know is that it’s an adventure series, it’s been running for an incredibly long time, and… I quite like it.

No really, I’ve been reading this series on and off for probably close to 20 years. I check weekly for updates. Thinking about it, One Piece and Pokemon are probably the two longest-running franchises I have interest in.

So, a card game (I like those!) based on a manga (specifically a series that I really enjoy). I should love this right?

Right?

The Gameplay

Well, I love the gameplay at least, even from my limited exposure yesterday. There’s a bunch of cool systems here, and I’m going to try to hit the highlights.

First up, like all modern card games, One Piece CG sets out to solve the land problem. But it does so in a different way than some of its peers. You have a side deck of 10 DON cards. Then, each turn after the first, you flip out 2 of the them, and that’s the whole resource system.

In addition to being tapped for mana, DON can also be put onto your Character and Leader cards to temporarily buff them on your turn. I liked this, because it meant I felt like I always had something to do with my resources.

Other neat systems include the game’s life tracking. This is effectively Pokemon’s prize card system, but reversed to become a catch-up mechanic. Short version: when you take damage to your life, you get cards. I like it.

Combat also has combat tricks, and they’re done in a way that doesn’t require me explaining the stack to someone, while also making a vast number of cards multi-modal. I liked that as well. Combat is also a bit different from other games, but not in anyway that I feel compelled to elaborate. It provides lots of interesting choices, and I like it.

So. Bunch of great systems

The Things I don’t like

Let’s imagine there’s a Harry Potter TCG. Let’s imagine it’s very popular, and while we’re imagining things, let imagine JK Rowling isn’t a massive TERF.

I know, I’m asking you to imagine a lot.

But while we’re in this beautiful alternate universe, let’s say that one of the sets is based on book 6. Imagine it’s called “Snape Kills Dumbledore,” and the cover art is a great big picture of Snape blasting Dumbledore with Avada Kadavra.

That would feel kind of odd, right? Kind of spoilery?

This is something the One Piece TCG does. Absolutely huge plot points are just… completely spoiled/revealed in the names and designs of the sets? And the cards?

I dunno. It just feels weird.

There’s a bunch of other things that add to that weirdness, at least for me. I consider myself a One Piece fan, but I’m purely a fan of the manga. One of the decks that I played (And enjoyed playing!) was based around characters from a spin-off video game. A video game that reviewed quite badly.

I love One Piece as a manga, because of stuff like this.

Not 3D models that look like this.

Also, two other minor annoyances.

  1. Some of these card names are ridiculous.

Like, I’m sorry. What?

2. Many of the cards have character names displayed in the standard Japanese way, which is to say family name and then given name. The problem I have with this is that there is at least one archetype (Vinsmokes) where this makes it a bit of a pain to actually read and process the cards. This is minor, I’m sure I’d get used to it if I played enough, but it feels unnecessary to include the full family name because it’s also irrelevant to the mechanics of the game?

I dunno. Please don’t take this as me being culturally insensitive. But I’m just… frustrated by design decisions that while authentic, make the game harder to play.

Also, while this is just a hunch, and playing a few games of a TCG isn’t enough to really get a good read on something like this, I kind of dislike that the game seems to be following archetype-based design as opposed to color based design. It’s just a vibe, but it’s still there.

Overall

Much like with Star Wars Unlimited, I actually think these systems are great, but I’m a bit turned off by the theming. Which is weird, because I like One Piece and I don’t give a shit about Star Wars.

It feels weird to say that I’d excitedly play more One Piece, but have zero intention of picking up any decks or cards? Especially at some of the prices I’m seeing, like, $50 for the non-basic starter deck? I’m good.

Anyway. Great game. Cool systems.

Not sure I want to spend any money on it.

A Visit to Capital Pinball

Something I don’t think I’ve ever mentioned on this blog is that I love pinball. At the same time, I’m also bad enough at pinball that I’ve never really considered reviewing a table.

That said, my brother has gotten really into pinball over the last few months, so when he invited me down to Capital Pinball in Concord NH, I jumped at the chance to hang out and spend the day just playing a bunch of different tables.

Anyway, that’s how I ended up at Capital Pinball.

Location:
70 Pembroke Road
Concord, NH 03301

Price:
$15 per person per day, no additional fee for any table.
$50 for a monthly membership. (I believe members have 24 hour access to the venue, with the expectation of being good stewards of the space.)

Hours:
Fridays 6pm-10pm and Publicly Posted events
Note: It’s probably a good idea to double check the hours!

The Venue

Capital Pinball is perhaps the only pinball place I’ve ever been to that I’d describe as cozy. The building it’s located in feels like a Phasmaphobia map, or maybe HL2’s Nova Prospect. Despite that, the actual room for Capital Pinball is lovely, with a few comfy chairs, and a set of fairy lights strung around the room so that games can be played without glare.

Of course, someplace like that is still only going to be as good as the tables. Fortunately for me, all of the tables are great.

The Tables

Despite not having my personal favorite table (Medieval Madness), I got a chance to play on a bunch of great ones, including my second favorite, Attack from Mars. I like Attack from Mars as a table mostly for how simple it is, being maybe the only self explanatory table I know of.

Attack from Mars was also one of the only two older tables I played while at Capital Pinball, the other being Theatre of Magic.

Most of our time was instead spent on more modern tables, including a Jurassic Park table which I don’t have the exact model of, and Dungeons and Dragons: The Tyrant’s Eye.

The D&D table is actually quite interesting to me, mostly for the ability save your character and campaign progression between games via a phone app. It’s an interesting feature, and while I don’t actually enjoy the table as much as others, I do find it really interesting from a gameplay perspective.

The other two tables we played a bunch of were Jaws, and Avengers: Infinity Quest. While I was a bit leery of Avengers because of the license, it actually turned out be a great table, and I’d like to play it more. I’m more lukewarm on Jaws, not because I think it’s bad, but because I had a hard time parsing what I was supposed to be doing.

Of course, this is less than half of the total number of tables available.

Overall

Capital Pinball was great, and I’d definitely go back. I don’t know that I’d want to go at a particularly busy time, where it might end up feeling a bit cramped, but it was awesome to just to get to grind attempt after attempt on all of these tables, and I’ll probably try to convince a few more friends to come down with me next time.

P.S. My brother tried to start a new game before I could take this photo of me kicking his ass at Attack from Mars, but I got it anyway.

Get dunked on buddy.