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Honest

Recommend some trading card games that...

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Honest    12

1)  Do not use set rotation as a means of producing change (like Yugioh, unlike Magic).  [Note:  Should be games established as successful without set rotation, rather than those simply too new to have implemented it yet.]

 

2)  Are structured on deep and relevant enough game mechanics to grant players who are actively engaged in learning the rules significant technical play and deck building advantages (like Yugioh, unlike Hearthstone).

 

3)  At least try to take a minimalist approach to power creep, and the restricted list (if any), rather than using them to emulate set rotation at the expense more interactive, attrition-based game play (unlike Yugioh).

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ACP    33423

The only one that qualifies would be bridge, I think.

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»Paraliel    8035

1)  Do not use set rotation in high level competitive play (like Yugioh, unlike Magic).  [Note:  Should be games mature enough to have established themselves as not using set rotation.]

 

2)  Often grant players a relevant advantage over the general player base for learning rulings/advanced game mechanics (like Yugioh, unlike Hearthstone).

 

3)  Do NOT tend to accelerate power creep far beyond what's necessary, leading to cut-short games, as well as emulated set rotation (unlike Yugioh).

lol

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ACP    33423

Poker goddamn how stupid you are smfh

Nah, poker doesn't satisfy his second requirement. The rules are pretty straightforward.

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Chris Buraseru    10480

1)  Do not use set rotation in high level competitive play (like Yugioh, unlike Magic).  [Note:  Should be games mature enough to have established themselves as not using set rotation.]

 

2)  Often grant players a relevant advantage over the general player base for learning rulings/advanced game mechanics (like Yugioh, unlike Hearthstone).

 

3)  Do NOT tend to accelerate power creep far beyond what's necessary, leading to cut-short games, as well as emulated set rotation (unlike Yugioh).

uh lol

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website is bad    2173

hearthstone is a game with zero rulings, which is why no one knows what happens if you use commanding shout and bouncing blade in the same turn.

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Honest    12

hearthstone is a game with zero rulings, which is why no one knows what happens if you use commanding shout and bouncing blade in the same turn.

 

Fortunately, players have taken the initiative to fill this gap, and the Wiki now does a pretty good job fulfilling the role of card rulings, with the Advanced Rulebook covering game mechanics.  There's a lot of cool stuff we know about Hearthstone mechanics; the problem, in my view, is that it's mostly irrelevant to actual game play.  The complexities of Hearthstone are usually only relevant when both players are working together TRYING to run tests to model the game.

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website is bad    2173

the difference between one thaddius and 2 is literally gamewinning and that is one example of many. people lose to that shit all the time

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