So it was with a tired moan that I opened the Duel Masters Collector’s Tin and flipped through the two decks contained within. The first mark against this particular product was the lack of a rulebook. Not only was I looking at a fairly silly game, but now I had two decks of cards and no idea how to play the game. I groaned again and went online to search for the rules.
The site was the first step in my conversion. The Duel Master website (www.wizards.com/duelmasters) has a surprising amount of content. Complete game rules are at the site, along with a fully searchable list of cards, strategy tips, and lots more. I was impressed, and the rules were fairly simple. I was still a little skeptical, however.
The Game
The Duel Masters TCG has fairly simple rules. The goal of the game is to summon creatures, which can then attack your opponent. Each player has five cards, face down, that serve as shields. Once these are depleted, any attack that gets through to the player ends the game.
In addition to the five shields, each player also has a battle zone and a mana zone. Cards in the mana zone are tapped to pay for spellcasting and summoning, and cards in the battle zone are active, ready to attack and defend.
There are five phases to each turn, and these should be very familiar to any TCG fan. The first step is untapping, the second is drawing a card, and the third step is to stock the mana zone. The game gets a little more original after that.
The fourth step is to summon creatures. Creatures are summoned by tapping cards in the mana zone. This step is also where players cast spells, which are different cards from creatures. Spells must also be charged with mana, which limits the amount that a player can summon or spellcast.
Finally, the player may attack. Creatures can usually attack the opposing player directly, unless the opponent has blockers – special creatures who are able to step between the attacking creature and its target. Since creatures from one side can also attack tapped creatures, considerable decision-making goes into every attack. If a creature attacks, it is vulnerable to attacks on the opponent’s turn, and cannot use its blocking abilities to protect its player.
Attacks are very simple. Each creature has a power rating, and during a battle, both creatures compare their scores. The stronger creature wins, and the weaker creature is discarded. There is no randomizer, no sudden tricks, and no difficult interpretation of attack/defense scores.
Of course, this would be a sorry game if everything was this straightforward. Some creatures can block, and others cannot be blocked. Some cannot attack, and others kill any creatures they battle. Still other creatures have awesome attacks and weak defenses, or they allow extra cards to be drawn, or they allow recycling of dead creatures. There is a ton of variety in these cards, which contributes to the strategy of deck-building.
Spell cards are another interesting component, and not at all an afterthought. Spells can directly eliminate opposing creatures, or kill every weak creature on the table. They might bring back dead creatures, or send them to the mana zone (which can be worse than killing them). The spell cards add considerably to the game without making it more complicated.
The Cards
The cards are, in a word, awesome. The creatures may be silly, and the expansion names may cater to kids, but the art on these cards blows my mind. There are vampires with capes of bone, dinosaurs with flamethrowers, and barbarians with alligator heads. The art is just plain exquisite. I failed to find a single card that I didn’t like.
On top of having excellent art, the layout of the cards is outstanding. Titles are easy to read, and the borders set off the art wonderfully. Special abilities are abundant, and they are all easy to read, even upside-down from across the table. In addition, each card contains a number in a circle at the bottom – this is the mana rating of the card (typically just ‘1’). If a card is in the mana zone, it cannot be used to attack, defend, or use special abilities, and it is almost a shame not to use every card, just because they are so damned gorgeous.
The Tin
Since this review is not just a review of Duel Masters, but actually the Duel Masters Collector’s Tin, some discussion should include the tin itself. This is a nifty idea, with great art embossed on the cover and a nice glossy finish. There are two packs of cards within the tin, plus a booklet describing the decks and their potential strategies.
The tin is nice, and can be used to hold lots of card if the plastic insert is removed. Of course, the cards will roll around in no particular order, but kids will generally not mind - you should see how my son stores his accursed Yu-Gi-Oh cards.
The decks included in the tin are excellent. They are well-balanced, intelligent decks that allow novice players to get up to speed quickly and compete with seasoned gamers. One centers on darkness, the other on light. The two decks are similar, but with differences that require different strategy for each.
Observations
Hot damn, I love this game. I don’t care if it is cheesy. I don’t care if the names are silly. I don’t even care that it is a marketing tool that ties into a cartoon. The art just jumps out of the cards, and the game is awesome. I realized how much I loved the game the first time I was trying to decide whether to attack with a particular creature or save him in reserve – I found that I was thinking two turns ahead, attempting to factor in possible plays by my opponent, and otherwise practicing the kind of involved strategy that typifies a really good TCG.
I cannot emphasize enough how much fun I had with the Duel Masters Collector’s Tin. The two decks contained within are nicely balanced and well built, with lots of neat cards and great art. I played several games with just these cards, and cannot wait to go buy some boosters – and maybe a starter, so that I actually own a rulebook.
Summary
In my opinion, Wizards of the Coast is missing the mark with their marketing. The Duel Master TCG could easily appeal to grown gamers, but the entire theme of the game pitches it to pre-teen boys. This game is so much fun, and so powerfully attractive, that I am proud to own it.
As far as the Duel Master Collector’s Tin – the actual product I am reviewing – I came awfully close to giving it a perfect score. The main drawback to this product is the lack of a rulebook. This would be a great gift for any fan of TCGs, if only it came with the rules.
Style: 5 – Sweet mother of pearl, this game is good-looking. The tin is a powerful draw right off the shelf, and the layout is fantastic.
Substance: 4 – The actual game is great, and the decks in the collector’s tin are tons of fun. The only reason I have to mark it down is the lack of a rulebook.
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