Tabletop Game / Epic Card Game

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No longer could gods battle directly, tugging against one another on the fabric of reality. Now their wars are fought in the mortal world with mighty champions and devastating events.

Epic is a fantasy strategy Card Game released by White Wizard Games, and designed by Robert Dougherty and Darwin Kastle. After accidentally tearing reality apart due to their fights, the deities in charge of the universe make a truce. After fixing up the previous universe, the gods now have to resort to using proxies instead of direct conflict.

This is were the game itself comes in, were the players command champions and play events to defeat their foes by reducing their score to 0.

What makes this fantasy game different from others is its resource system. Each player gains 1 Gold at the start of everyone's turn. Then they can use that 1 gold to play a card cost. If they don't, the gold goes away at the end and they start with 1 gold again on the next player turn. And cards are either free to play or cost only 1 gold. As a result players can start playing super-powerful cards right away - no waiting to save up or gather resources. In fact, most of the cards in the game are powerful and useful, creating sense of an epic struggle going on.

Another difference is that Epic is not a Collectible Card Game (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game replicates the feel of a CCG, and have multiple formats in mind. Players could construct their decks, do drafts (even cube, though they need another couple of copies), and even play pre-constructed (just separate the alignments into their own decks). All the fun ways to play a CCG without the high cost and searching for powerful cards.


EPIC includes examples of the following:

  • After the End: The first time the gods fought it ended up unraveling reality. Thankfully, they got their act together and rebuilt the universe.
  • Airborne Mook: Champions with the Airborne ability, who can only be blocked by other Airborne cards.
  • All There in the Manual: The backstory of the game is explained briefly through the rules book, but it remains rather vague. Lore on the setting can be found on the game's official website.
  • Bald Women: The original Muse and Timewalker cards, whose art features hairless, pale skin females. Averted in the current art, with the Muse becoming a blonde (and getting a tan), and the Time Walker's new art focuses on a bald man.
  • Black and White Morality: Two of the Alignments are Good and Evil. Good focuses on healing, protection, and raising armies of righteous Champions. Evil naturally focuses on destroying, necromancy, and armies of devils and the undead.
  • Bribing Your Way to Victory: Completely averted, since the game includes all the same cards and most of them are powerful.
  • Continuity Reboot: Of the Epic Trading Card Game, a CCG released in 2009. It pretty much had the same system as the Non-Collectible counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from Star Realms: the use of four color factions, and faction-triggered abilities.
  • Cool Horse: The Good Alignment likes these, including Pegasus and Unicorn. The artwork on many Good Champions have them riding horses.
  • Early Installment Weirdness: The Trading Card Game is different from the current EPIC. There were three factions (Good, Evil, and Wild) with unaligned cards, and the color scheme was different (gold for Good, purple for Evil, and blue-grey for Unaligned). An additional card type "objects" existed. It also had Science Fantasy elements, with cards referencing firearms and mecha. Most of the card art was computer generated, as opposed to the traditional art style being currently used.
  • Everything's Better with Dinosaurs: The Wild alignment has several Dinosaur champions. Plus, it goes with the game's overall theme of "Awesomeness".
  • Excuse Plot: Yeah, the whole "War of the gods" thing is just an excuse for players to battle each other with overpowered cards and events. Perfect for "Timmy" (Power gamer) players.
  • Expansion Pack: Tyrants, a booster pack-style expansion which focus on the titular Tyrants. Another called "Uprising" is in the works.
  • Fictional Geneva Conventions: Implied. The truce between the deities forbids direct conflict lest they end up destroying the universe, again. Proxy War is how conflicts are settled, but other than that everything else is fair game.
  • Female Angel, Male Demon: Naturally follows this imagery, though a male angel and a few female demons do pop up.
  • Flavor Text: Some cards have them such as the Tokens. Alas, much like Star Realms it doesn't add very much flavor.
  • Good Colors, Evil Colors: And not just for the color-coded allegiances. The art of the factions tend to follow these tropes.
  • Good Is Not Nice: Markus, Watch Captain may be aligned with Good, but he is also listed as a Tyrant.
  • Hit Points: Players start with 30 life points. The Trading Card version of Epic referred to these as Mojo.
  • House Rules: The developers have encouraged players to develop and share their own formats.
  • Instant Awesome, Just Add Dragons: Of all kinds - good, evil, blue, strafing. A game called Epic wouldn't be living up to its name without a few dragons to play, now would it?
  • Instant-Win Condition: If a deck runs out of cards to draw, that player wins. This is the reverse for most games - players typically lose when they run out of cards to draw.
  • Kill It with Fire: The Wild alignment loves this - Fire mages, spirits, storms, balls, and Dragon's.
  • Magitek: Implied with the Construct Champions. Despite several being called Golems, the Construct's type, Sage affiliation, and artwork suggest they're magic-powered machines.
  • Metamorphosis: Transform, which can change a Champion into a Wolf Token. Wave of Transformation does this for all Champions in play. Elara, The Lycomancer has the ability to do this to other Champions.
  • Nerf: Several cards that carried over from the original TCG have been toned down as not to be too powerful. For instance, the Drain Essence card. The Trading Card version had it do six damage to any Champion or Player, and gain 6 life. The Non-Collectable version does nine damage and gain that much life... but can only target Champions and not the opponent.
  • Order Versus Chaos: The Sage and Wild alignments, at least their core philosophies. Sage go for logic and reason, Wild goes for instinct and passion.
  • Our Angels Are Different: Most of the Angel Champions are Good-aligned, female Winged Humanoids. But the Angel of Death is a male, and despite being Evil-aligned is still considered an Angel.
    • Guardian Angel: Angelic Protector, whose art even has her leaping into action against a swarm of tentacles. When played, the card gives protection bonuses to another Champion.
  • Our Demons Are Different: Demons are considered a separate race from Angels. Some look more like Eldritch Abominations.
    • Big Red Devil: Several Demon cards follow the standard look, including Raxxa, Demon Tyrant.
    • Horny Devils: The Succubus pretty much implies this, helped by the artwork.
  • Our Fairies Are Different: Sage-aligned, the fairy champions are graceful, youthful looking, human sized with butterfly wings. Their secondary abilities allow for drawing or getting cards to the player's hand.
  • Private Military Contractors: The Ogre Mercenary. Oddly enough, their alignment is Sage instead of the expected Evil or Wild.
  • Reality Warper: The mostly unseen gods, who the players are probably playing as.
  • Running Gag: On the art for several cards, Minotaurs tend to be on the receiving end of some nasty fates. Fans like to joke that its the same Minotaur that keeps on getting attacked or impaled.
  • Sand Worm: Wurms, Wild Champions who - based on the card art - love to pop out of the ground and attack.
  • Savage Wolves: Belonging to the Wild alignment - there are several wolf-based cards and can generate Wolf tokens. Sage cards can also generate Wolves via physical transformation.
  • Shout-Out:
    • Paying homage to Magic the Gathering, this game has Fireball and Juggernaut cards. The effect done by these cards is different from their Magic counterparts though.
    • The Rage card has a werewolf on its art, echoing a similarly named CCG based on Werewolf: The Apocalypse.
    • The Frost Giant's flavor text: Winter has come.
  • Squishy Wizard: The Forcemage Apprentice, who has zero regular attack and only one health.
  • Time Master: The Temporal Enforcer, Time Bender and Time Walker - champions who have the ability to return champions to the deck or hands.
  • Zombie Apocalypse: A card, which has the option of allowing the player to draw 2 cards, or destroy all Champions and create Zombie tokens for every player.

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