The UK is oK for U

We had a trip to the UK, this time up to Scarborough and York.

For some reason, my travel anxiety was particularly bad this time around (maybe because the trip involved so many logistics: the usual airport bus, a flight, a tube ride, a walk, a 2 hour train ride, a 1 hour train ride, and then a walk to finally get to the first hotel), and the hotel had a “preferred” checkin time of “by 5 PM”, which we were already going to miss by around 30 minutes based on our booked train times. Unfortunately, the anxiety became somewhat of a self-fulfilling prophecy.

On the flight out, for the first time in my life, I forgot my boarding pass in the security bin. (I blame the fact that the scanners were broken, so they sent our bags through like 5 times, and my brain was not in a state to process things at that point.) I thought I’d lost my passport at one point (I put it in my pocket but not in the usual holder). And I tapped out of the tube “wrong” which made me worry that we’d be mischarged for the ride. (All things that wouldn’t have happened if my brain hadn’t been in a weird state.)

Then, of course, our 2-hour train arrived 6 minutes late for what was a 7 minute connection time… we did our best (the conductor told us to walk to the front of the C car which would put us right next to an overhead bridge, and then run for it) but arrived at our platform just in time to watch our next train pull out of the station, so we had an extra hour to burn before the next train.

(On the plus side, if you’re delayed more than 30 minutes on a train in the UK, you’re apparently eligible for a partial refund of your fare paid. Apparently a delay of 60 minutes would result in a full refund, but we missed the 60 minutes by arriving into our final station 2 minutes early, which is just par for the course with this trip.)

The transit back to the airport was fortunately uneventful, but I’m still kind of amazed at how easy transit in the UK is. A 2-hour (direct!) train ride followed by an 80 minute tube ride feels surprisingly effortless, and the general frequency of trains for those kinds of distances is so nice.

(Incidentally, I’m realizing that my brain experiences different travel anxiety for every “leg” of a journey, and separately tries to mitigate for each one, which is perhaps why the long list of different legs on the way out was so problematic. At least we didn’t have an airport transfer. Thus, therapy continues to be useful, even while I’m not actively going at the moment, because it gives me tools to better articulate my brain, which lets me start to figure out what to do about it. Go to therapy, everyone. It’s fantastic.)

Oh, and I also got food poisoning on our first full day there, so I spent like half the trip being unhappy and unable to really properly enjoy the British food, including the amazing breakfasts (and vegetarian haggis) from our first hotel. So that was great. (It was from Indian food, too, which turned me off having more Indian food for the entire trip. Boo.)

I also do not recommend going on an 8-mile hike the morning you wake up with severe food poisoning. Between my stomach and guts being in active revolt, and the dehydration making me want to faint every time I stopped walking, it was not a good time. 0/10 would not do again.

In any case (and other than the food poisoning), the trip was nice. We saw a partial eclipse in Scarborough (which mostly manifested itself as “outside is weirdly dark for early evening”), got to experience a British seaside town (really nice and clean and full of surprisingly expansive beaches), explored all of the old parts of York (including the Minster, which is extremely impressive), saw a friend, enjoyed (and brought back) tons of tea and tea biscuits, and ate tons of meal deals (which I still think are just about the best deal for tourists, and have a surprising amount of variety).

Also elderflower and lemon cake. I want more of that cake. We need more elderflower things in the US.

I’m also proud of the fact that my checked bag on the way home was 22.9 kilos out of the allowed 23 kilos. I was completely estimating without a scale or any real reference (other than the fact that the bag was 15 kilos on the way out) so I’m super glad we didn’t have to re-pack the bag at the airport.

Also also BA apparently switched the aircraft on the way back, so the seats we’d selected on checkin were not the seats we got. We weren’t the only ones, either… a bunch of families got separated, and there was a ton of moving around after boarding was complete. This ended up working out well for us, since the other person in our row moved to be with his wife, so we ended up with a row of 3 seats to ourselves on what was otherwise a mostly full flight. I just don’t understand why BA can’t seat people together when they’re on the same reservation. It wasn’t like there was a lack of rows to do it, since people were able to self-rearrange to make it happen. (At least BA has significantly better food and snacks than any US carrier. Mmm caramel chocolates and chocolate digestives.)

Photos, uh…. when I get to them. They’ll be at photos at some point, probably. (Or maybe not, because I’ve been bad at dealing with photos recently.)

Life (other than my self-sabotaging brain) is amazing.

Types of TCGs

A late night walk conversation got me thinking about this topic, so you get another journal post about card games. Skip if this isn’t interesting to you.

I was thinking that there’s roughly three types of card games, at least that are based on licensed properties. (We’re going to ignore games that have original properties, such as what Magic used to be, or the WARS or L5R or Force of Will games.)

The first is a card game that is designed for (and around) a specific property, and the mechanics and gameplay are so tightly integrated with that property that there’s no way you could separate them. Star Trek (particularly 1E) is probably the best example of this: You can’t slap something like Star Wars or Battlestar Galactica on the engine and have it actually feel correct (because the primary goal in those games would be combat, not exploration of planets on a spaceline).

The Austin Powers card game is another good example, because it’s the right blend of absurdity and comedy on top of a spy theme that you couldn’t put on top of James Bond (for example). The original DBZ CCG probably also belongs in this group because, while the idea of controlling a character and playing cards to attack your opponents isn’t hyper-specific, mechanics such as powering up and gaining anger to level up are very much drawn directly from the IP and are critical to the game. These mechanics wouldn’t make particular sense with anything else. (And, of course, collect 7 dragon balls as the alternate win condition.)

The second is card game “systems”, such as VS System, QuickStrike, MetaX, or UFS/Universus. (Or, yes, what Magic has become.) Even if these engines start out as somewhat specialized, that specialization often gives way (probably thanks to financial pressures or incentives) to pulling in fairly unrelated properties. (And, of course, engines like Union Arena are just designed to combine whatever the heck they want, together.)

VS System and MetaX both started as superhero games. VS’ mechanics were somewhat superhero themed, but the general idea of “fighting other characters in formation” and “playing cards to surprise your opponents” were so general that they were able (in VS 2PGCG) to slap on arbitrary other properties such as X-Files, Alien, and even pro wrestling. MetaX had an Attack on Titan set that worked with the mechanics just as well as Superman or Batman did.

Universus is probably the most interesting example of this (and one that’s particularly near and dear to my heart, because it’s one of my favorite card games), because it started out very much with a fighting game theme. The attacks were fighting game moves (and special moves). Foundations were training the characters went through. Keywords such as “combo” and “reversal” were very much fighting attack mechanics. But the engine was so good that they soon started slapping just about every property onto it, such as Yu Yu Hakusho, Godzilla, TMNT, My Hero Academia, Critical Role, and Star Trek Lower Decks. The last one, in particular, is such a skin-deep layer on top of the gameplay that it’s funny to think about, but… that doesn’t matter. The game is great. People come for the game. The theme is secondary.

The third type of game is where (the majority of) the game mechanics are designed first, and then a property is slapped on top later. I don’t know of any direct examples of this, but there are enough games with fairly generic mechanics that I’m sure there were plenty of game designers with mechanics sketched out, which just needed some slight refining and theming when a company came along with an IP for them.

I would speculate that things like World of Warcraft and Bleach fall into this category. While I’m sure these games were ultimately fleshed out specifically for the properties, there’s nothing in the gameplay that ties them to those properties. “Control a hero and recruit allies to fight another hero, with a type of card providing energy to play other cards” is the basis of both games, and that description could easily work with so many other IPs.

In any case… I dumped a big update to my defunct TCG website today, and posted an unboxing video on YouTube. More videos (including an actual episode, with actual information about a card game) will be coming soon as well.

All of this has recently been supported by “Alan is playing lots of card games, including defunct card games, with bblum”. I’m so glad to have been able to get back into UFS/Universus, and I’ve been getting a good introduction (and exposure to) Netrunner, and generally there are so many card games happening right now, in the best possible way.

Go go gadget hyperfixate.

Life is amazing.

Train! Deck! Pickles! Cards!

I neglected to mention in the last post, but we went and saw Big Boy, the historic steam train that’s running westward! Unfortunately, the experience was negatively affected by inconsiderate people and inconsistent staff: A staff member told us to move from our (ideal) photography spot, and a different group of people were allowed to stay by a different staff member, and then the first staff member conceded, but by then the spot had filled out. And we were all told to stay 25 feet away from the tracks as the train came by, so I stood reasonably far back… not only did everyone (predictably) crowd up to the tracks as the train was coming, a guy walked up from nowhere (hadn’t been waiting previously) around 30 seconds before the train arrived, and just stopped in front of me. So our almost 4 hours of finding an ideal photography spot and waiting for the train was somewhat ruined.

Still, here’s a train, albeit with a bunch of people in front of us.

We’ve also spent the week restaining our deck. Last time, we hired someone to do it, and they didn’t do a particularly good job, so we told ourselves we’d do it ourselves (better) the next time. Well… it’s now the next time. And the only stretch of ~5 days without rain also happened to be ~35 degree (95 F) days. So the only times we could really do work was as the sun was rising at 6 AM, plus some non-staining in the evenings, both because we didn’t want to die of heatstroke, and because the stain couldn’t be applied above 32 C (90 F) or in direct sunlight.

We made it work somehow (mostly by skipping most of the vertical rails) by waking up before 6 and doing a ton of work in the evenings (including yesterday and today, when we’re also under “stay indoors” recommendations due to the air quality due to wildfires). Ugh. (Actually, the wildfires blotted out the sun enough to allow us to stain more today than expected, given the previous temperature forecast, so maybe a win? Still, hooray for N95 masks.)

Also: It’s Picklesburgh!

Pickle soda!

Pickle fudge! (Yes, I bought some.)

Ride the mechanical pickle!

So many pickle things, including all the usual fair food with pickles, and every-kind-of-drink-you-can-think-of with pickles added!

Also, apropos of nothing, I know nothing about the Union Arena card game but already hate it for ruining searches when I try to do research around the Bleach TCG or the Fullmetal Alchemist TCG, because practically every result now is for Union Arena rather than the separate card game. I’m waiting (and worrying) about what other TCGs will be extremely difficult to research thanks to it.

Also have I mentioned how much I dislike TCGs that don’t include a rulebook with their precon decks or, worse, their starter decks? Lightseekers is guilty of this (and ruined an attempt to play the game because I would’ve had to pull up the rules on my phone), and I can already see Sol Forge having the same problem. FMA technically has “theme decks” but they only released one set of starters in their 7-set run (with the base set) so they really should’ve made a rulebook available with any of the other three sets that had decks. Digital rulebooks are absolutely not the same, especially if you’re playing a physical card game. Boo to them.

Anyway, life is amazing.

Defunct Card Game Musings

I’ve gotten pretty deep into the world of defunct card games. The number of writeups on the website grows by the day (yet still covers probably less than 1/3 of the games in my collection), and I’ve also started a YouTube channel to present the games more directly.

But in doing so, there’s a couple things I want to talk about here in slightly more depth. (With apologies to people who don’t care about defunct card games.)

First, I’d previously written about the change in starter deck configurations over the years. There does seem to be a general trend from “starters are fully randomized” for the 90s games, to “starters are fairly fixed” (around Decipher’s golden age), to “starters have randomized parts” (like which character is included) or are blind packed. And seeing all of this across games (and being able to write about it) has been fun. Especially writing about what this does to rare pulls from boosters, and how collectors (trying to get one of everything) would be impacted.

But I hadn’t realized how bad the 24 TCG had screwed this up until I sat down to actually write about the game… they combine the worst of blind packing with a randomized set of cards, utterly destroying the game for collectors. I’m still not over how much I hate their choice of product configuration. And I’m still not over how much the game got screwed over by the decisions of the marketing team. It’s actually a good game that deserved more love that it got.

I was also surprised how much the Panini version of the DBZ TCG felt good to me (from the standpoint of collecting), but was objectively not great. All starter deck cards were starter-only rarity? Great! (Especially after being bitten by Score’s DBZ TCG’s starter decks which yielded 12 copies of a single rare card.) But it only felt that way to me because I could buy an entire box of starter decks, guaranteeing all 6 different blind-packed starters. (I’ve also become very familiar with “the coupon collector’s problem”, which gives a way to calculate how many blind-packed decks you’d need to have greater than a 50% chance at collecting every deck. (For 5 different decks, it’s 12, and for 6 it’s 15. There is of course significant variance on that.)

Second (and speaking of DBZ), I’ve run into two sets of games now that have basically “revised” themselves into an entirely new (and significantly simpler) game: Star Trek 1E to 2E, and Score’s Dragon Ball Z CCG to their Dragon Ball Z TCG.

This is honestly something I’m personally familiar with. When I created the PPA Trading Card Game in high school, I did basically no playtesting, and threw cards out there with no regard for their impact on the game (which people did actually play, after school!). It was more just a fun thing where students could collect cards with their photos on them, and maybe on the side it was also a game experience.

This is how Star Trek’s 1E and Score’s DBZ CCG feel to me. They both seem like a product geared more toward “look at these great characters and ships or moves that you know!” that just so happens to have a game around them. Both games feel like they took a significant amount of time to find their footing and try and establish actual game rules. Both saw (against all odds, as far as I can tell) serious competitive and tournament scenes. Both had serious serious flaws, and overly complicated rules, and cards that are arguably well overpowered. But both also had a ton of love from players because they felt really “true” to their source material. 1E literally felt like being in an episode of Star Trek, with game rules drawn directly from how the Star Trek universe functioned. The DBZ CCG felt like playing a DBZ character, gaining anger throughout a (fairly haphazard and improvised) fight, powering up as allies gradually joined the cause and banded together.

After the PPA TCG died (because I graduated from high school), I had a few attempts to redo the game, prioritizing the gameplay first and foremost. A few attempts were too mechanics-focused (Student Wars had a primary trait that controlled everything about the character, and was confusing to players), but I landed on what I feel like is a reasonable balance with People Wars. It lost a lot of the flavor of the original game (you’re no longer raising your GPA to get a 4.0, and you’re no longer encountering all the little weird school-specific things), but it’s much more balanced as a game. And this is what it feels like Star Trek and DBZ did with their second versions (Star Trek 2E and the DBZ TCG.)

The remakes of both of these games (Star Trek 2E and Score’s DBZ TCG) are, in my opinion, significantly better than the originals. Like, there’s absolutely no competition. Both were clearly designed first and foremost as games, with well-thought-out card types (No more 20 card types in 1E! Separate ally cards in DBZ!) and rules and faction divisions (or lack thereof). Both had balance in mind when cards were being made. Both sought to minimize rule exceptions or special rules (such as around affiliation battling for 2E, or around critical hit effects for DBZ). I enjoy playing both of these games, 2E more than 1E and the DBZ TCG more than Panini’s (later) version (which carries over a lot of what made the original feel like DBZ).

And it seems like both were fairly universally hated by players.

No, seriously. I was trying to find players who preferred the remakes (like I did). The best I could find was questions from non-players asking about the differences. There are a number of videos from players describing why the remake is “bad”, and none of their points are objectively valid. (“They got rid of anger, which ruined the game!”… one mechanic does not a game make. “In what world is this easier to understand than this?”… it’s a much more concise representation of game mechanics that I greatly prefer over a verbose statement saying the same thing, as a gamer, because fewer words on a card is better. “No more separate spacelines”… yes because that game mechanic was unnecessarily burdensome for no good reason.)

So the reaction was baffling to me until I stopped and thought about it some more. The biggest thing is that, in both games, the new games were fully incompatible with the old cards (which was, of course, a necessity if you’re completely redoing a card game’s rules). 1E and DBZ players were upset their existing collection of cards (and the real money investment that represented) became useless (and allowing some 2E cards to work with 1E didn’t help that concern). Both sets of players also felt like the new games no longer captured the “feeling” of the properties. It didn’t matter that they were better games. The players didn’t care about the actual gameplay as much as the community and “feel” of the game. And the players in both cases felt like the new games ruined that feeling. (Which, to be fair, they did, dropping the faithfulness to the source material in favor of being easier to learn and more balanced.)

In the case of DBZ, you also get insight into what happens when the company reverses course. The subsequent Panini (who’d purchased Score’s assets, and therefore rights to the original game) version of DBZ (also called a TCG, confusingly) says it’s compatible with the original CCG cards. It’s not, really (at least not without a set of hybrid rules and a bunch of special cases)… but that acknowledgement seems to have been enough. The remake seems to have done pretty well with players before Bandai took back the IP for their Dragon Ball Super card game and killed it for good.

But in general, this project has gotten me back into my old collection of games in a way that just feels really good. I love spending days digging through binders and boxes, and taking photos of things, and writing up thoughts on the history and starter deck compositions. It’s also meant I’m starting to play some of these older games again, which has been a lot of fun.

Another perk of my time being my own, rather than belong to a corporation, I guess. :)

Life is amazing.

Defunct TCG Info Site

Recently, my high school friend David said he was trying to play some TCGs to learn mechanics as inspiration to design a TCG. If you’ve followed my journal at all, you’ll know I collect and play a bunch of defunct TCGs.

The collection has grown since the last post:

In any case, this felt like a perfect opportunity, so I sent him some (lots) of game decks and rules and materials for his research.

The time I spent pulling together the decks (and, in some cases, building decks, as I didn’t have any handy) brought back my many-years-old desire to start some sort of blog about defunct card games. In particular, I’ve always been fascinated about the composition of starter decks for various games (Are they legal decks? Is a single product for 2 players? Do they include extras like booster packs? Are the cards in the deck randomized? Are the cards in the decks starter-exclusive? Are fixed decks identified on the pack or “blind” packed?), and it’s been interesting to see how the older TCGs mostly had random cards, and how that’s changed with more recent TCGs to include fixed (and often starter-only) cards.

In any case, I’ve started the blog here, on my TCGs site. It currently includes my favorite TCG (.hack//ENEMY) and one I know very little about (Super Heat), and I’ll be adding more from my collection over the next periodoftime.

At some point I might want to record some gameplay videos or such to add as well, but many of these games already have a good number of videos available on youtube, so that feels less critical.