My LGS cancelled weekly Lorcana, and now the game is dead.

Non-Clickbait Title: Ravensburger has shot itself in the foot repeatedly, and it killed my local Lorcana scene.

Okay, so that’s a little bit of a lie. My local game store (LGS) did cancel their weekly Lorcana events, but as far as I’m aware, the game isn’t dead. Yet. But the local population of players has cratered.

I like looking at weird things that happen in TCG’s, and Lorcana has recently given me an interesting little case study in looking at the folks who played LGS, and how/when the drop-off happened.

I also think that for the specific population of players I played with, I can trace back the decline to two or three fairly specific events, and that interests me! So lets talk about it.

But first…

Why does it matter that weeklies are cancelled?

The store I went to for Lorcana ran casual weekly events. These were non-prized, non-competitive freeplay events. You bought in for $7, got a booster pack of your choice, and were entered in a raffle to win some other organized play prizes.

These events were the lowest possible entry point to get into Lorcana and connect with the local community. If you are brand new to the game, if you’ve never played a card game before, if you didn’t go out to card game events… this was the easiest way to try out the game in the lowest stakes, most chill energy environment that was available.

Without these events, the first step on a ladder of getting into the game has been removed. It won’t stop weirdos like me who show up to sealed events for games they can’t play, but I do think it makes it much more daunting (and expensive!) for almost everyone else.

I think this is bad, but I think its especially bad for Lorcana. A lot of Lorcana players in our local were Disney fans first, and Lorcana players second. The traditional label for this would probably be “casual” players, but I don’t think that fits here. These were folks who came to every pre-release and bought cards by the booster box. They might have played the game casually, but they didn’t engage with it casually. They were more interested in making decks around their favorite characters then trying to break the meta.

Anyway, that’s a lot text to say the following:

  1. Loss of weeklies was bad because it removed the first step in on-boarding for new players or players who wanted to get more involved
  2. It’s especially bad for Lorcana because it removed the environment where a lot of players could play the sorts of decks they liked to make.
Cause #1 – Weekly Challenges

Prior to Lorcana’s set 9 (Fabled) releasing, Lorcana weeklies had a point a system. Each week, you could show up, earn points for doing a variety of different things, and at the end of the season, the folks with the most points got some special prizes.

I don’t want to focus on the prizes here, but I do want to look at the challenges. Notably, some of them rewarded making weird decks to beat them, and this meant that instead of everyone just showing up with their best deck each week, there was an incentive to build out a deck to try to meet that weeks challenges, or to play a multiplayer game.

In short: there was a reason to keep things fresh.

(And as a side effect, probably lower the power level of the decks of the players who really wanted to earn points.)

When Ravensburger got rid of this, it removed both the incentive to show up every week, since prizes were now just raffles at the end, and it also meant that there was no reason to even try to make a new deck every week. Meaning that on a week to week basis, every week started to feel the same.

Cause 1.5 – Prize Adjusments

I debated giving this a full sub-section, but I think its comparatively minor. A bit after the weekly scoresheet changes, Ravensburger swapped out their prizes. Previously, I think there had been things like playmets, pins, and cards. Right now, there are only cards and these really underwhelming card boxes.

How underwhelming? Underwhelming enough that I, the king of taking free stuff, the supreme sovereign of snatching up game adjacent garbage, paused before accepting one of these things. I mean, I still took it. But I was unenthused.

I don’t think that this on its own really did too much damage to Lorcana, but I do know that for specific players, this was highly demotivating. It wasn’t a bomb, but it was a surgical removal of another incentive for that set of player to show up and play.

Cause #2 – Set Rotation

Different games have different terms for the idea of set rotation, but all of them loosely follow the same idea: At some point in the lifespan of a TCG, older sets of cards removed from the standard play pool in order to make room for new sets of cards. It can be viewed as a necessity in order to prevent the game from becoming stale, or a way to get people to buy new cards.

Regardless, virtually every card game does it, and Lorcana was no exception. And after their rotation, it was required that decks at these weekly casual events be in the Core Constructed format.

I think this was a terrible idea.

I do think that Lorcana needed rotation from a mechanical standpoint. Set 1, while not committing any of the flaws of say, Alpha Magic, or base set Pokemon, has some flawed designs.

Honestly, on the grand scale of “Well that was a mistake”, free Wheel of Fortune still ranks lower then “What if land destruction is free?” or “What if you can take turn 5 on turn 1?”

So yeah. Rotation made sense from a competitive standpoint, and a design standpoint.

I don’t think it made much sense of a very larger subset of the player base who were Disney fans first, and Lorcana fans second. There were a fair number of adults and kids who could no longer play their favorite deck because those cards weren’t reprinted in Fabled, and so… they stopped showing up for weekly casuals.

Synthesis

The end result of all of this is that when my LGS held their final casual Lorcana event, I was the only person who showed up. I sat around for a bit, did some drawing, then went food shopping while the rest of the store was full of folks playing Riftbound.

The removal of weekly challenges and prizes disincentivized entrenched players from showing up to play, while also making the ones who did show up bring the same deck week after week. Set rotation killed off a lot of casual decks that didn’t need to be killed off, while making folks who’d never played a card game before feel a bit cheated, and question their investment of time, money, and energy in the game.

So here’s my guess as to what happens next.

The lack of casual play removes a critical part of the playerbase pipeline, so even events that are still supported will likely have lower and lower turnout, as it becomes less and less interesting to play with smaller numbers of people.

End result? No more Lorcana at the local game store.

Conclusion

Okay, so I know I called that part above this synthesis, but I think there’s a much more interesting takeaway here, and I think it’s that Ravensburger didn’t understand their playerbase, and treated them like they would a Magic: The Gathering player.

To be fair, I would have made the exact same mistake if I was in their position. No one has yet to put me in charge of a possible multi-million dollar TCG, based off a brand worth billions of dollars, but still.

There’s an assumption that the final form of the “hardcore” player of a CCG/TCG is out grinding tournaments, tracking their full collection, building copies of or iterating on meta decks, and just generally fully engaged with the game portion of the collectible card game. I think in the case of Lorcana, some of the meat and potato grinders weren’t doing that. They were collecting, they were buying tons of cards, they making fun weekly decks for character they liked.

These were the hardcore players. They attended every prerelease, they had built decks for store championships, they tracked every set. But the game was a portion of the experience, not the end state. Lorcana had core players, but they looked and behaved differently then they might in another game.

Or at least, thats my crackpot theory.

Card City Critters – March Update

It’s early March, we’ve finished up our largest playtests yet, and that means it’s time for a progress update on Card City Critters!

Here’s the short version: We’re still plugging away at the game. We’ve run two larger scale playtests that are closer in vision to what we want the final game to look like. We’ve added dozens of cards, a bunch of activities and puzzles, and we’re working hard to add more.

Now for the longer version.


After Boston FIG, we were confident that people enjoyed the base battle card game. As a result, we’ve been focusing on some of the other components. In our minds, the final version of Card City Critters is a longer and slightly more involved experience, something a bit more like an escape room or immersive theater.

We’ve run two playtests of this version of the game. These were 2.5 hour events at local game stores, where players started out by getting a deck, and then solved puzzles, challenged their fellow players, and dueled NPC’s to earn additional cards for their deck.

These have given us a lot of great feedback, but also illustrated some pain points in our current design.

A lot of our puzzles are hit or miss. Some people really enjoyed searching through bulk cards, other folks found it frustrating. Most folks have enjoyed our scavenger hunts, but felt let down when someone else solves or gets the grand prize first. Our “find lethal” puzzles are too difficult.

We’re also still working on our grand finale. At Boston FIG, this was a boss battle with the Magnate. For our first playtest, this was something similar, but we found it didn’t work well with a higher player count. For the second one, we tried something new (but no spoilers)!

While this worked much better, the boss cards were overtuned, and the result was a sweep for the boss. Whoops! Still, some of these boss cards seemed to work well, so we’ll be revising those ones that worked well, and redesigning the few that didn’t.

Probably the biggest thing that we’re still grappling with is how to balance puzzles and dueling. Right now, people feel like if they do one, they miss out on the other. We’ve tried a few fixes for this, but none have really worked. Solving this is our next big challenge.


Still, it’s a bit of a bummer to just focus on what isn’t working, so let’s talk about what is! First up, we’ve got a shop, and over a dozen unique shop cards.

These include some unique and powerful cards, and players have enjoyed them. It also has our first set of non-standard emblems that you can be swapped out for the base ones! (You might recall that emblems are our deckbuilding restriction: you can have one of each color to go along with your deck, and choose any to flip over. Each emblem you flip prevents you from playing cards of that color in your deck, but gives you a permanent bonus instead.)

Also, we’ve added a set of cards called fossils! These are cards that you can collect, and then fuse together into powerful dinosaurs, becoming more powerful the more fossils you find, and these have also been quite popular. I need to redo the art on a few of them though….

So yeah! We’ve been up to a lot. While we don’t have a date yet for our next big public playtest, we’ll be at Granite Game Summit later this week with a smattering of decks and puzzles for folks to try out. We’ll be there on Saturday, March 7th at 10am, so if you happen to be swinging by, feel free to give it a try!

As always, more updates to come as we continue to plug away on this thing. The best way to stay up to date is to join us over the Card City Critters Discord, where we’ll be recruiting players for playtests, and posting updates on the game, or to join the game’s mailing list here.

We also might be at PAX East in Unpub! Maybe! Not quite sure yet!

As always, thanks for playing our game, and more info to come in the future.

Quick PAX Writeup

PAX Unplugged has been great. I’ve been too busy doing a variety of things (Indie Game Night Market! Learning new CCGs! Losing all of my rare cards that I collected over the weekend, and just barely managing to get them back!) to really do too much writing.

For now, I’ll just say that it was a blast, and assuming I manage to get home, and not end up in a plane crash, I’ll try to talk about it a bit more tomorrow. But right now I need to pack for a way too early flight, and get some sleep.

Cheers, post more tomorrow.

PAX Unplugged – 2025 – Day 1

Another year, another PAX! I say that like it’s a bad thing, but to be honest, this has been a pretty chill year so far. As always, I’ll be recounting my day, but first I want to draw attention to a few cool things I think folks should check out.

Brightcast

Brightcast is great. If you want to know why, you can read my writeup, but if you want to just try it out, the designers have a booth this year, and are selling copies. If you find yourself walking past, I highly suggest trying it out. They’re in the PAX Rising showcase, at Booth #3143.

Image of the Brightcast card box.

Re;Match

Image of ReMatch components and new marble dropper.

I’ve been following Brother Ming’s Re;Match since… well, before it was named Re;Match! It’s a fantastic fighting puzzle game, and if you get a chance to swing by and try it you absolutely should. They’re down at Booth 4009, and there’s also a Pinny Arcade Pin you can get doing a demo.

If you want to learn more and aren’t at PAX East, I suggest joining Brother Ming’s Discord server.

Anyway, Re;Match is rad, and I can’t wait for it to release.

Anyway, let’s talk about my day.

This was a pretty slow start for me. Most of my morning, and a bit of the afternoon was spent playing Magic, mostly the new Avatar the Last Airbender set. I might have some more thoughts on it later, but for now I’ll just say that we played some two-headed giant games, and won all three of them by the skin of our teeth. Honorable mentions to incredibly good cards go to Standstill, and Secret Tunnel.

Standstill MTG card.
This is very good if you drop it turn 2, and you’re the only ones with creatures. 6 cards is nothing to sneeze at.
Secret Tunnel MTG Card
MVP creature of the decks, and it doesn’t even start as a creature. Won us at least 2 games.

After all that Magic, it was already about 3:00, so after a quick break for some chicken and waffles from Reading Terminal, I took a moment to quickly browse the expo hall, and play some Re:Match.

The non-MTG games

Having spent the day playing a collectible card game, I decided that what I needed was to spend some more time playing a collectible card game, and went over to try out the Cookie Run TCG. I have no idea why this exists, and I’ll probably do a more full review of it after PAX Unplugged, but for now I’ll summarize my opinion as “Doing some interesting things, but not necessarily inspiring”.

After that, I met up with a few friends, and we tried out the demo version of the LoTR trick taker. It’s a co-op trick taker, and generally a pretty good time. I bought the first version last year, and never played it. So I’m going to crack it open when I get home instead of just buying another game I haven’t played. If you want an complete opinion, just read Dan Thurot’s review instead.

I rounded out the day by playing Magical Athlete, and I’m just going to link to another Dan Thurot’s review instead of trying to summarize it. Despite winning, I never had any of the truly exciting moments he experience, and while I’d play Magical Athlete with a specific group of friends, it’s mostly to see them lose it.

We ended the day with Stem & Branch. I’m gonna be honest, I’ve been up for 12 hours, and I don’t quite know how to describe this one. Maybe as a light-medium weight sort of points collection game? Honestly most games you collect points, so that’s probably not the best way to describe it.

Dishonorable Mention: Jungo. A friend played it, thought it had an interesting design, but didn’t think it was very good. A bit of a bummer, given that Trio has been one of our favorites, and Combo is also pretty good, but not everything can be a winner. (No, that’s not a bad link, Combo really did used to be called Surfosaurus MAX.)

Oh, and I got like 3 boxes worth of One Piece chaff for free, so that was neat.

Tomorrow I’ll be trying out Riftbound, and maybe finally browsing the Expo hall? Who can say.

Honkai – Nexus Amina

I spent a decent part of this week playing the beta for Nexus Amina, the newest game from Mihoyo. If you haven’t heard of Mihoyo before, they’re mostly known for making a god-scrillion dollars off Genshin Impact and Zenless Zone Zero.

That’s a real number. Don’t look it up.

Nexus Amina is a monster collector autochess game, with a reasonably sized open world city to explore, quests, and a lot of autochess battles. Since this was a beta, I don’t think there’s much purpose in talking about the game as a whole yet. That’s not to say there wasn’t a lot of content, just that it was in a state that I’d call unpolished for Mihoyo.

I love my clockwork turtle.

Instead I want to talk about the two parts of the game that stood out to me: the quests and the combat.

Quests

If I was smart, I would have taken some screenshots of the quests, but I did not. Anyway, the thing that makes them interesting is that compared to most mobile game quests, they actually have a ridiculous number of branching paths.

I’m not actually sure if this is a good thing, but it’s definitely interesting. It was a bit of a shock to have to pay attention to what was happening at all.

Now, the reason I don’t want to pass judgement on if this was good or bad is mostly because while the branching paths are present, the current quests are in a rough state, and I often found myself more frustrated than anything else. One notable moment was a quest where I had “solved” the mystery, but there was no option to resolve it based on the info I’d discovered.

I’ve seen what Mihoyo’s polish looks like from their other games, and I can’t see them releasing a game that feels the way this currently does.

Combat

Anyway, let’s talk about the combat!

Nexus Amina is an autochess, more in the vein of Dota 2 Autochess/Underlords and Team Fight Tactics than Storybook Brawl or Super Auto Pets.

This means that it’s mostly about placing units on a board, and then having them slug it out. Unlike most other autochess games, however, its primary game mode is not an escalating PvP experience, and I don’t believe there currently is a PvP mode at all.

This turns it into a bit more of a puzzle game than anything else, where you can redeploy and shuffle units around after a loss with no penalty in most modes.

Generally speaking it’s fun enough, but I do have one big “observation” about the nature of the game. I found it very hard to develop an intuition about how unit aggro worked, and this had some interesting effects on how I played.

See, in other Autochess games I’ve played, I’ve been familiar with the units that are being used. This meant I had an intuitive sense of how units would move around the board, and choose targets, and when units would be defeated. But because I didn’t have that in Nexus Amina, I found I couldn’t really do much in terms of positioning based strategies, and instead just focused on synergies, and building up super units.

It’s an interesting little problem.

Anyway, that’s all from me for the moment. More actual games in the next few weeks, and hopefully an announcement of a cool project?