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Elemental Clash: The Basic Set» Forums » Reviews

Subject: Elemental Clash User Review rss

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Rudolf Aligierski
Poland

I can't remember when I learned about Elemental Clash, or how it happened exactly. I remember however that it happened when I was thinking about rules (theme/mechanics requirements) for the next year PnP Contest I organize. I wanted game or gaming system that would work like CCG in means of deck-building, but would be simple, easy and free. All my expectations were met when I learned about Elemental Clash: The Basic Set, so the next year PnP contest will be about something different...

Components of the game
Elemental Clash: The Basic Set is kind of CCG without rarity factor, which means that you can build your deck freely out of 240 currently available card designs (basic set and 3 currently uploaded expansion sets: "Underworld", "Tribes" and "Spellforce"; 60 cards each). According to the basic rules deck consists of about 40 cards - but it can be freely changed as long as both players agree on that and have equal number of cards in their decks. There can be no more than three copies of single card design in each deck (except for basic energy stones that you can have as many as you wish, and "unique" cards that you can have only one per deck). Word "currently" will appear a lot in this review, as the game is still developing and new expansions are on their way (as far as I know there are plans for up to sixth expansion).

Assembly
There are couple of ways you can get your deck. You can order ready-made decks from The Game Crafter, you can order cards from Artscow in expansion sets, you can buy card sets directly from designer (simple way to get signed copy) or you can download ready-made decks and expansions from BGG game page in form of PDF files with 9 cards per page layout (spaces between cards are a little bit too wide, and you have to do more cutting, but that is just a minor complaint that is irrelevant compared to the fact how many ways you can assemble your deck). And here is the best part - PDF files from BGG are edit-able, so you can compose any deck you want using graphic software (personally I used GIMP, which I recommend). Cards come in two language versions - English and German, you can download German version from author's homepage.

Rules
Rules are simple, clearly written and short. On 8 A5 pages of rulebook you will find rules explanations, gameplay examples and graphic diagrams showing how the table setup look like. I'm very happy with the rules, in fact those were so simple that we thought there is something more complicated about them in our first game and played by our "what we think rules should say but was omitted" assumptions. After GeekMailing designer I learned that "yes, rules really are that simple..." Don't get me wrong - rules are simple, but game can be really deep and strategical. Especially thanks to the Attack and Defense zones that were quite fresh idea for me. I'm not going to explain all the rules in this review, you can download those and read yourself.

Gameplay
Each player draw five cards, players decide who starts the game, and they proceed. Players play their Element Stones in piles in order to provide required energy level for the card they intend to put into play. Played card is stuck on the Energy Stones Pile (ES Pile as abbreviated in rules) until the next Standby-Phase (first phase of player's turn). Apart from ES card there are also Creature cards that can be placed in Attack and Defense zones after spending their time on ES Piles and Spell Cards that take effect (either permanent or instant, depending on Spell card type) after placed on ES Piles. If player receives damage, he/she must discard that many cards from their deck called Spellbook into the discard pile. That might trigger some special Effects (for example Bone Warrior can arise).

As you can see, gameplay is very easy. I mentioned couple of things that differ Elemental Clash: The Basic Set from many CCGs. For example - dealt damage causes card discarding. Very simple idea but followed by very important tactic consequences. For example - if you want to built your deck and strategy on single card that does something spectacular make sure that this card will take effect, put more than one of those cards into the deck or it can get easily discarded, and you get screwed. What if all those cards you bet your life on get discarded? Think fast, form new strategy, get a Plan B, or C... you can even need a Plan D. That forces players to build multi-thread strategy decks. Also notice how it integrates with a theme: I am powerful wizard standing on the hill. Leading battle. Concentrated over my Spellbook full of mighty spells. Giving orders... Suddenly I notice three skeletons that breached my defenses. Bonewarriors! Curses! I start to browse my Spellbook nervously to find a proper spell. Curses! I skipped Flaming Arrow spells... Can't go back, must find spell! Stone Wall - Emerge! Now I'm safe... but how many pages of good spells I lost... Then... Defense zones and Attack zones. It's great. Now you are the leader of the battle, you can decide if you want your creatures to stay close to you to take any blow aimed at you, or if you want to send them forward to get your enemy. It gives the feeling that your decisions matter and have consequences in the future of the battle. You decide, you advance, you retreat, you pay for your mistakes. ATK-DEF-Zone mechanism is one of my favorite things in Elemental Clash: The Basic Set. And then... when you have no more cards to draw the battle is finished.
I still stood on the top of my hill staring at the back cover of my Spellbook. No more spells. No more chances. I wasn't prepared good enough. My opponent's summoned creatures surrounded me. I give up... you can have my Dragon Blood potion ingredients Zanzabar... But remember that we play chess this weekend. And I am good at chess...

"It's just another Magic clone, huh?"
I intentionally didn't mention MtG in this review so far... There are many similarities between Magic: The Gathering and Elemental Clash: The Basic Set. It's obvious given that both are based on core ideas of Collectible Card Games, both are based on spells-and-creatures fights, both have customized card decks for each player and author is MtG fan. Personally I think it's the MtG's marketing that makes it so hard for every new CCG, because everyone says "CCG" and thinks "Magic", every new game in this genre will be considered "kinda' like Magic". That made a designer bit upset. Personally I agree with him. It's clear that he put a LOT of effort into creating this game. He is not discouraged by any negative or skeptical comments, he provides discussion and lays out his arguments that in fact his game is different from MtG. Yes, it is different and fresh enough to try it and enjoy it. If you played MtG it will only make the rules easier to understand. I played this game with two of my friends before writing this review - one of them was old MtG player, fascinated with that game and playing it a lot - another one has never seen it. They both liked the game. First one was very fond of DP and DPT mechanisms (things that happen with discard pile) and the fact that damage-dealing mechanisms original concept wasn't wasted by adding those effects. The other one liked the game overall, wanted to see more card designs. Given that designer makes everything himself and on his own, ad gives that for free, putting even efforts to make the game different, avoiding legal issues of patented "taping" mechanisms my advice is - stop complaining, start playing.

Support
Game is not dead. It still develops, rules got slight fixes where needed, designer opened rules explanation and suggestions threads on BGG game entry page, there are three expansions, plans for other three and probably plans for other plans. Designer is really opened, enthusiastic and friendly, you can GeekMail him if you don't understand something and everything will be explained to you as soon as he gets to answer your GeekMail. I think that is really important and worth mentioning, as not every PnP game you can find on BGG is supported so well.

To sum up
I don't rate games, as I not consider myself reliable source. But as I wrote this review I have my right to express my feelings about the game. I would rate it 8 or maybe even 9/10. It's nice, plays quick, still developing, more cards come almost every month, nice alternative for MtG and free. There must be something right about it as Andrew Tulsen (if you are into PnP games you must know this guy, he is basically something like Batman and Superman of PnP games together) rated it 8.

Pros:
- free!
- very original ATK-DEF-zones mechanisms
- interesting use of discarding as a negative effect (damage) that can be used also in favor of the player damaged (DPT effect taking spells and creatures)
- good support on BGG
- game still develops and more expansion come
- you are free to build any deck you want
- interesting special abilities
- easy to understand, simple and clear rules
- short, quick, fast-paced and exciting

Cons:
- art is "clumsy" sometimes, but as a designer still works on the game it gets better with every expansion
- card layout in BGG PDFs could have 1-pixel spaces between cards for easier cutting instead of wide spaces (minor complaint)
- some cards are unbalanced and are added to designer's personal "restricted list" (Earth Ritual)

Please note that English is not my national language, please point out any mistakes so I could correct those (GeekMail would be nice).

*edit - minor mistakes
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  • Last edited Thu Oct 29, 2009 12:07 pm (Total Number of Edits: 3)
  • Posted Mon Oct 26, 2009 3:00 pm
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