Fight Klub (card game)

From Wikipedia, the free encyclopedia

Fight Klub
Designer Tim Ellington
Publisher Decipher, Inc.
Players 2
Age range Unknown
Playing time approx 15 min.
Random chance Some
Skills required Card playing
Arithmetic
Reading

BoardGameGeek entry

Fight Klub is a trading card game by Decipher, Inc.. There is currently no official release date.[1]

The game will feature heroes and villains from a variety of licensed properties, such as movies and TV shows,[2] for example, Mr. Blonde of Reservoir Dogs.[3]

Contents

[edit] Distribution

The distribution of Fight Klub will differ from current trading card games (TCGs) in several ways. Fight Klub will be sold exclusively by Decipher, directly to players, bypassing the usual retail process.[4] Furthermore, Fight Klub will not be sold in the usual boosters and starter sets. Instead, it will be sold in 121 card Kilos.[5] For the premier set, One, each Kilo will contain the complete, fixed set of cards. The Two expansion, released simultaneously with One, will be randomized, as will future expansions.[6]

There is some concern that this distribution model will alienate game stores, which currently serve as focal points for local tournaments and play groups for TCGs.[7]

[edit] Marketing

Decipher is working to market Fight Klub by encouraging grassroots[4] and viral marketing activity.[8] In particular, Decipher will be setting up a referral system. All players must join by invitation, by specifying any existing player's handle on the upcoming website ("FightDog sent me," for example). That player becomes the new player's mentor, and Decipher will give them 10% of the money spent on Fight Klub product by the new player.

[edit] Gameplay

Decipher has made an initial version of the rules available on its website.[9] So far, they have not released any actual cards.

  • A player controls a single character, either a hero or a villain, selected from any of a variety of licensed films and television shows. Each character card has a specific amount of Life points, restrictions to hand size (marked as Hold and Hand), and energy tokens.
  • There are four types of energy -- Mental, Physical, Spiritual, and Fate. The energy mechanic is intended to ensure that fighters use cards that make sense with their character type.
  • Unlike games such as Magic: The Gathering or Star Wars Customizable Card Game where players alternate taking full turns, in Fight Klub, players alternate play during each phase of a turn. Possession of The Drop also alternates, which allows the owner to choose the order of actions during a turn.
  • Each Fight Klub deck has two sub-decks: the draw deck, and the fight stack. The draw deck contains 27 cards, while the fight stack contains 12 fight cards. With the addition of the single character card, this brings the total deck size to 40 cards.
  • Players may only include one copy of any specific rare card in a deck. They are likewise limited to three copies of any particular uncommon or common card. Each character also has one or more signature fight cards available. Only a total of three signature fight cards can be included in their fight stack.
  • The draw deck contains condition, effect, gear, and instant cards.
  • There are three phases in a turn: Setup, Fight, and Cooldown.
  • During the Setup phase, players gain energy from their character card (and potentially other sources), perform up to two actions (such as play a condition, gear or instant), or activate setup actions on existing cards. Finally, each player reveals the top three cards of their Fight deck, and play moves onto the Fight phase.
  • Winning enough fight cards to deplete your opponent's Life points is the ultimate goal. During the Fight phase, each pair of fight cards is compared; the winner "scores" their fight card and applies its damage to his opponent's life points. Fight cards may have other effects as well. Players may play one action before each of the three fights is resolved, such as playing an effect card from their hand.
  • During the Cooldown phase, each player may perform one action. Then, both discard their hands down to their Hold number, then up to their Hand number.

[edit] External links

[edit] References

  1. ^ Rarity and Gameplay in Fight Klub - Fight Klub
  2. ^ FightKlūb : Explore : Breakout game. Breakthrough licensing
  3. ^ A Screenshot on Great Games Experiment
  4. ^ a b FightKlūb : Explore : The business model of the future
  5. ^ FightKlūb : Explore : The invention of the Kilo
  6. ^ FightKlūb : Explore : All for One. One for all
  7. ^ Episode 13: Fight Klub at Wapcaplets
  8. ^ FightKlūb : Explore : How can I possibly get 100 players? I only have two friends. :-)
  9. ^ http://www.decipher.com/fightklub/community/forums/12/topics/1025