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240918237 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteKartenspieleProduktlinien (Kartenspiele)Sailor Moon Collectiable Card Game Sailor Moon CCG - Two-Player Introductory Starter Deck


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Sailor Moon CCG - Two-Player Introductory Starter Deck

 

Hersteller: 

Dart Flipcards

Produktlinie: 

Sailor Moon Collectiable Card Game

Bestellnummer: 

DFI 90031

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

40,00 EUR

Anmerkungen:

 

Sammlerstück / Rarität

Produktbeschreibung

The object of this game is to defeat a certain number of monsters that your opponent has in play. Using characters (which can be enhanced with items and levels) and special cards you choose to attack your opponent's villains for points.

One of the interesting mechanics of this game is the extensive use of rock-paper-scissors for some mechanisms. Often the more powerful attacks must succeed in two consecutive r-p-s to work.

In this particular CCG, you play both a team of Sailor Scouts and a horde of monsters and villains; your opponent does the same. Your goal? To defeat their Enemies using your Sailor Scouts - or have your Enemies take out all their Sailor Scouts.

To help you accomplish this, you're able to (if you have the right cards) upgrade your Scouts to more powerful levels, bestow special powers on your monsters, recruit secondary characters with specific abilities, and give your Scouts magical items to use. In addition, you can cause various events to happen that affect gameplay.

There are 160 cards in the set, and their power goes up as their rarity increases. The first 60 cards are "Common" and can be collected fairly easily but have only basic powers; the next 60 are "Uncommon" and harder to find, but more powerul; the next 30 are "Rare" cards, which are very hard to collect but are very powerful. The last 10 cards are the Ultra-Rare Foil Chase Cards; these are extremely hard to come by but are overwhelmingly powerful. They even have a beautiful prismatic finish to let everyone know what an achievement it is to own one -- and how much they should fear the player that has it! (Our reviewer opened 24 Booster packs of 11 cards before getting a single Ultra-Rare Foil Chase Card! The odds say that you have about an 8% chance of finding one per Booster pack, or, in other words, 1 out of 12 Booster packs.)

Jan Ken Pon diagram
Having poweful cards won't always guarantee victory, though; an element of chance has been built into the Sailor Moon CCG in that in order for some cards to work, you have to win at Jan Ken Pon. What's Jan Ken Pon? It's the Japanese version of Paper Rock Scissors - which Anime characters play quite frequently to make important decisions. (We don't recommend trying that yourself!) Just play Paper Rock Scissors, but instead of saying "1, 2, 3" say "Jan, Ken, Pon!" There's a rather hilarious illustration on the back of the game manual showing what the hand signals are.

The cards are divided into five types: Power cards, Scouts/Knights, Enemies, Events, Items, and Persons. The game system is explained in full detail in the manual (which is very easy to understand compared to some certain other Anime CCGs) but the following should give you an idea of how gameplay works. The card types' roles are as follows:

2-Player Deck (Mercury/Venus half):
Body Power 2, Mind Power 9, Kyurene/Garoben 1, Leo the Lion 1, Bakene 1, Mitsuaami 1, Polite Society 1, Papion 1, Chad Kumada 1, Mini-Computer & VR Goggles 2, Cram School 1, Combat Training 1, Run Away! 1, Ninjana 1, Doom & Gloom Girls 1, Sailor Mercury - Level 1 1, Sailor Venus - Level 1 1, Sailor Mercury - Level 2 1, Jedite 1, Malachite 1

2-Player Deck (Moon/Mars half):
Body Power 1, Soul Power 10, Morga/Kigaan 1, Titus 1, Black Widow 1, Game Machine Man 1, Bobo the Vulture 1, Fro/Blizzard 1, Melvin Gurio 1, Ofuda Scroll 1, Knight Armor 1, Cram School 1, Combat Training 1, Pox 1, Water Sprite 1, Negative Energy Shield 1, Sailor Moon - Level 1 1, Sailor Mars - Level 1 1, Sailor Moon - Level 2 1, Zoycite 1, Nephlite 1

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