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** HornyDevils: The Succubus pretty much implies this, helped by the artwork.
to:
** HornyDevils: SuccubiAndIncubi: The Succubus pretty much implies this, helped by the artwork.Succubus.
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removed as Bald Woman has been disambiged
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* BaldWomen: 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.
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Disambiguating; deleting and renaming wicks as appropriate
* BreastPlate: Generally the case with Good Angel Champions, and even some Good female cards.
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* BreastPlate: Generally the case with Good Angel Champions, and even some Good female cards.
* FemaleAngelMaleDemon: Naturally follows this imagery, though a male angel and a few female demons do pop up.
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* FemaleAngelMaleDemon: Naturally follows this imagery, though a male angel and a few female demons do pop up.
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* InstantAwesomeJustAddDragons: 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?
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* OurDragonsAreDifferent: 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?
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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 a sense of an epic struggle going on.
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single purchase (similar to Creator/FantasyFlightGames 'living card game' model). 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.
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single purchase (similar to Creator/FantasyFlightGames 'living card game' model). 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.
to:
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 a sense of an epic struggle going on.
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single purchase (similar toCreator/FantasyFlightGames 'living Creator/FantasyFlightGames' "living card game' game" model). Still Still, the game replicates the feel of a [=CCG=], and have has multiple formats in mind. Players could can 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.
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single purchase (similar to
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Changed line(s) 7,12 (click to see context) from:
This is were the game itself comes in: Players command champions and play events to reduce their opponent's 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 CollectibleCardGame (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.
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 CollectibleCardGame (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.
to:
This is were where the game itself comes in: Players command champions and play events to reduce their opponent's 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 aresult 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 a sense of an epic struggle going on.
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a singlepurchase.purchase (similar to Creator/FantasyFlightGames 'living card game' model). 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.
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
Another difference is that ''Epic'' is not a CollectibleCardGame (though it originated as one). Though one can expand the game buying expansions, the players get all the cards in a single
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* TheChosenOne: Krieg, Dark One's Chosen is a villainous example of this. An Evil aligned Champion who can create zombies, and picked by Maligus, an Evil Sage Elder God.
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* TheChosenOne: BreastPlate: Generally the case with Good Angel Champions, and even some Good female cards.
* TheChosenOne:
** Helena's Chosen, a Good aligned Champion of the titular Elder God.
** Krieg, Dark One's Chosen is a villainous example of this. An Evil aligned Champion who can create zombies, and picked by Maligus, an Evil Sage Elder God.
* TheChosenOne:
** Helena's Chosen, a Good aligned Champion of the titular Elder God.
** Krieg, Dark One's Chosen is a villainous example of this. An Evil aligned Champion who can create zombies, and picked by Maligus, an Evil Sage Elder God.
* TheEndOfTheWorldAsWeKnowIt: Evil seems to love causing a variety of cataclysms. Not only do the alignment have Zombie Apocalypse (see that trope further down), they also have a straightforward Apocalypse which does wipe the board. Another is Army of the Apocalypse, which does the opposite: causing all discarded Champions to return to play.
* HolyHandGrenade: Divine Judgment, the Good counterpart to the Evil aligned Apocalypse. Either it destroys all Champions, or just allows the player to draw cards.
* JunglePrincess: Jungle Queen, actually. Her art fulfils many of the tropes: jungle bikini, well kept grooming, and animals sitting at her feet.
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* OurFairiesAreDifferent: 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.
to:
* OurFairiesAreDifferent: Sage-aligned, the fairy champions are graceful, youthful looking, human sized looking with butterfly wings. Their secondary abilities allow for drawing or getting cards to the player's hand.
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* ATasteOfTheLash: Downplayed with Lash. Though it does some damage to the Champion, that target also gains more abilities and offensive strength. Oh, the art has a whip-welding warrior riding a T-rex.
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* TricksterArchetype: Present in the Fairy Trickster. It's abilities can make it an annoyance to one's opponents.
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* BareFistedMonk: Master Zo, where the card art shows him fighting with his fists and legs.
* TheChosenOne: Krieg, Dark One's Chosen is a villainous example of this. An Evil aligned Champion who can create zombies, and picked by Maligus, an Evil Sage Elder God.
* CleavageWindow: Elara, The Lycomancer has one for her outfit.
* CleavageWindow: Elara, The Lycomancer has one for her outfit.
* CyberNinja: The Alchemist Assassin is a fantasy version of this. Thee card art shows a ninja-like figure, standing on a roof top, wearing googles and using some sort of alchemical potion.
* EmergencyAuthority: Martial Law, the card art displaying soldiers arresting civilians. Despite this, the card is from the Good alignment.
* HumongousMecha:
** Missile Mech from the original Trading Card Game. Justifed as being from a expansion dealing with space-time twists.
** Steel Titan is a "Construct Champion", looking like a metal, magitech Mecha.
** Missile Mech from the original Trading Card Game. Justifed as being from a expansion dealing with space-time twists.
** Steel Titan is a "Construct Champion", looking like a metal, magitech Mecha.
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** 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.
to:
** Paying homage to ''Magic the Gathering'', this game has Fireball Fireball, Hill Giant, and Juggernaut cards. The effect done by these cards is different from their ''Magic'' counterparts though.
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* TeleportersAndTransporters: The Teleport card, which causes a Champion to be removed from the table, and then returned.
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* FantasyPantheon: The various gods and demigods. While the base game doesn't include them, those who supported the Kickstarter got special cards depicting the various deities. These god cards are special - they are set aside and provide special effects on the player. Its recommended that the player either play with player using another deity-card or against three opponents working together.
to:
* FantasyPantheon: The various gods and demigods. While the base game doesn't include them, those who supported the Kickstarter got special deity cards depicting the various deities.were later released in Pantheon packs. These god cards are special - they are set aside and provide special effects on the player. Its recommended that the player either play with player using another deity-card or against three opponents working together.
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* DivineRanks: With the Elder Gods at the top, followed by Gods, and then Demigods on the bottom of the ranking scheme.
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* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus on the titular Tyrants. Another called "Uprising" is in the works.
to:
* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus Several have been released in sets of 4 non-randomized booster-packs.
** ''Tyrants'' focuses on the titularTyrants. Another called "Uprising" is in Tyrants.
** ''Uprising'', following Tyrants and it seems some have had enough of them.
** ''Pantheon'', which also includes theworks.god cards, and rules for using them.
** ''Tyrants'' focuses on the titular
** ''Uprising'', following Tyrants and it seems some have had enough of them.
** ''Pantheon'', which also includes the
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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.
to:
This is were the game itself comes in, were the players in: Players command champions and play events to defeat reduce their foes by reducing their opponent's score to 0.
* FantasyPantheon: The various gods and demigods. While the base game doesn't include them, those who supported the Kickstarter got special cards depicting the various deities. These god cards are special - they are set aside and provide special effects on the player. Its recommended that the player either play with player using another deity-card or against three opponents working together.
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* RealityWarper: The mostly unseen gods, who the players are probably playing as.
to:
* RealityWarper: The mostly unseen gods, gods (unless you supported the Kickstarter), who the players are probably playing as.
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* HydraProblem: Whenever the Sea Hydra survives an attack, its offense and defense permanently increase based on how much damage it took.
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* KillItWithFire: The Wild alignment loves this - Fire mages, spirits, storms, balls, and Dragon's.
to:
* KillItWithFire: The Wild alignment loves this - Fire mages, spirits, storms, balls, and Dragon's.dragons.
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* OurGeniesAreDifferent: The Sage-aligned Djinn of the Sands, complete with the ability to grant three wishes (i.e. allow the player to draw up to three extra cards). Every wish granted makes the Djinn weaker in combat.
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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 superpowerful 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.
to:
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 superpowerful 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.
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* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to the traditional art style being currently used.
to:
* EarlyInstallmentWeirdness: 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 coumpter computer generated, as opposed to the traditional art style being currently used.
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* ContinuityReboot: 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 ''TabletopGames/StarRealms'': the use of four color factions, and faction-triggered abilities.
to:
* ContinuityReboot: 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 ''TabletopGames/StarRealms'': ''TabletopGame/StarRealms'': the use of four color factions, and faction-triggered abilities.
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* RunningGag: In the art work, 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 attacks or impaled.
to:
* RunningGag: In On the art work, 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 attacks attacked or impaled.
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* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from ''TabletopGames/StarRealms'': the use of four color factions, and faction-triggered abilities.
* CoolHorse: The Good Alignment likes these, including {{Pegasus}} and {{Unicorn}}. The artwork on many Good Champions have them ridiing horses.
* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to the tradional art style being currently used.
* CoolHorse: The Good Alignment likes these, including {{Pegasus}} and {{Unicorn}}. The artwork on many Good Champions have them ridiing horses.
* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to the tradional art style being currently used.
to:
* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable Non-Collectible counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from ''TabletopGames/StarRealms'': the use of four color factions, and faction-triggered abilities.
* CoolHorse: The Good Alignment likes these, including {{Pegasus}} and {{Unicorn}}. The artwork on many Good Champions have themridiing riding horses.
* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to thetradional traditional art style being currently used.
* CoolHorse: The Good Alignment likes these, including {{Pegasus}} and {{Unicorn}}. The artwork on many Good Champions have them
* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to the
* RunningGag: In the art work, 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 attacks or impaled.
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** Paying homage to ''Magic the Gathering'', this game has Fireball and Juggernaught cards. The effect done by these cards is different from their ''Magic'' counterparts though.
to:
** Paying homage to ''Magic the Gathering'', this game has Fireball and Juggernaught Juggernaut cards. The effect done by these cards is different from their ''Magic'' counterparts though.
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* AllThereInTheManual: The backstory of the game is explained briefly through the rules book, but it remains rather vague. Lore on the various factions can be found on the game's webpage.
to:
* AllThereInTheManual: The backstory of the game is explained briefly through the rules book, but it remains rather vague. Lore on the various factions setting can be found on the game's webpage.official website.
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* EarlyInstallmentWeirdness: 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.
to:
* EarlyInstallmentWeirdness: 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 coumpter generated, as opposed to the tradional art style being currently used.
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* ExcusePlot: 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 gamers) players.
to:
* ExcusePlot: 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 gamers) gamer) players.
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''Epic'' is a fantasy strategy CardGame 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.
to:
''Epic'' is a fantasy strategy CardGame 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.
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.
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* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from ''TabletopGames/StarRealms'': the use of four color factions and faction-triggered abilities.
to:
* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from ''TabletopGames/StarRealms'': the use of four color factions factions, and faction-triggered abilities.
Is there an issue? Send a MessageReason:
None
Changed line(s) 21 (click to see context) from:
* EarlyInstallmentWeirdness: 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. Even the genre was diferent - it was Science Fantasy, with cards referencing firearms and mecha.
to:
* EarlyInstallmentWeirdness: 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. Even the genre was diferent - it was It also had Science Fantasy, Fantasy elements, with cards referencing firearms and mecha.
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** Paying homage to ''Magic the Gathering'', this game has a card named Fireball. The effect done by the card is different from its ''Magic'' counterpart though.
to:
** Paying homage to ''Magic the Gathering'', this game has a card named Fireball. Fireball and Juggernaught cards. The effect done by the card these cards is different from its their ''Magic'' counterpart counterparts though.
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Added new examples
* BaldWomen: 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.
* EarlyInstallmentWeirdness: 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. Even the genre was diferent - it was Science Fantasy, with cards referencing firearms and mecha.
* {{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.
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* OurDemonsAreDifferent: Demons are considered a separate race from Angels. Some look more like {{Eldritch Abomination}}s
to:
* OurDemonsAreDifferent: Demons are considered a separate race from Angels. Some look more like {{Eldritch Abomination}}s Abomination}}s.
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[[quoteright:296:http://static.tvtropes.org/pmwiki/pub/images/img_2719.JPG]]
%%[[caption-width-right:296:some caption text]]
%%[[caption-width-right:296:some caption text]]
Changed line(s) 3,4 (click to see context) from:
''Epic'' is a fantasy strategy CardGame released by ''White Wizard Games'', and designed by Robert Dougherty and Darwin Kastle. After incidentally 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 these champions and play events to defeat their foes by reducing their score to 0.
to:
''Epic'' is a fantasy strategy CardGame released by ''White Wizard Games'', and designed by Robert Dougherty and Darwin Kastle. After incidentally 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 these champions and play events to defeat their foes by reducing their score to 0.
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''Epic'' is a fantasy style strategy CardGame released by ''White Wizard Games'', and designed by Robert Dougherty and Darwin Kastle. After incidentally 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 these champions and play events to defeat their foes by reducing their score to 0.
to:
''Epic'' is a fantasy style strategy CardGame released by ''White Wizard Games'', and designed by Robert Dougherty and Darwin Kastle. After incidentally 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 these champions and play events to defeat their foes by reducing their score to 0.
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* GoodColorsEvilColors: And not just for the color-coded allegiances. The art of the factions tend to follow these tropes.
* GoodColorsEvilColors: And not just for the color-coded allegiances. The art of the factions tend to follow these tropes.
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* {{Metamorphosis}}: Transform, which can change a Champion into a Wolf Token. Wave of Transformation does this for all Champions in play.
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* {{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.
* {{Metamorphosis}}: Transform, which can change a Champion into a Wolf Token. Wave of Transformation does this for all Champions in play.
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* OurFairiesAreDifferent: Sage-aligned, the fairy champions are graceful, youthful looking, with butterfly wings. Their size seem to be about human sized. Their secondary abilities allow for drawing or getting cards to the player's hand.
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* OurFairiesAreDifferent: Sage-aligned, the fairy champions are graceful, youthful looking, human sized with butterfly wings. Their size seem to be about human sized.wings. Their secondary abilities allow for drawing or getting cards to the player's hand.
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* SavageWolves: Belonging to the Wild alignment - there are several wolf-based cards and can generate Wolf tokens.
to:
* SavageWolves: 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.
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* SquishyWizard: The Forcemage Apprentice, who has zero regular attack and only one health.
* TimeMaster: The Temporal Enforcer, Time Bender and Time Walker - champions who have the ability to return champions to the deck or hands.
* TimeMaster: The Temporal Enforcer, Time Bender and Time Walker - champions who have the ability to return champions to the deck or hands.
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* {{Metamorphosis}}: Transform, which can change a Champion into a Wolf Token.
to:
* {{Metamorphosis}}: Transform, which can change a Champion into a Wolf Token. Wave of Transformation does this for all Champions in play.
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* OurFairiesAreDifferent: Sage-aligned, the fairy champions are graceful, youthful looking, with butterfly wings. Their size seem to be about human sized. Their secondary abilities allow for drawing or getting cards to the player's hand.
* PrivateMilitaryContractors: The Ogre Mercenary. Oddly enough, their alignment is Sage [[OurOgresAreHungrier instead of the expected Evil or Wild]].
* PrivateMilitaryContractors: The Ogre Mercenary. Oddly enough, their alignment is Sage [[OurOgresAreHungrier instead of the expected Evil or Wild]].
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** The Frost Giant's flavor text: ''[[Literature/ASongOfIceAndFire Winter has come.]]''
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Another difference is that ''Epic'' is not a CollectibleCardGame. 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.
to:
Another difference is that ''Epic'' is not a CollectibleCardGame.CollectibleCardGame (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.
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''Epic'' is a fantasy style strategy card game released by ''White Wizard Games''. After incidentally 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 these champions and play events to defat their foes by reducing their score to 0.
to:
''Epic'' is a fantasy style strategy card game CardGame released by ''White Wizard Games''. Games'', and designed by Robert Dougherty and Darwin Kastle. After incidentally 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 these champions and play events to defat defeat their foes by reducing their score to 0.
* BlackAndWhiteMorality: 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.
* CoolHorse: The Good Alignment likes these, including {{Pegasus}} and {{Unicorn}}. The artwork on many Good Champions have them ridiing horses.
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* ExcusePlot: Yeah, the whole "War of the gods" thing is just an excuse for players to battle each other.
to:
* ExcusePlot: Yeah, the whole "War of the gods" thing is just an excuse for players to battle each other. other with overpowered cards and events. Perfect for "Timmy" (Power gamers) players.
* KillItWithFire: The Wild alignment loves this - Fire mages, spirits, storms, balls, and Dragon's.
* OurAngelsAreDifferent: Most of the Angel Champions are Good-aligned, female {{Winged Humanoid}}s. But the Angel of Death is a male, and despite being Evil-aligned is still considered an Angel.
** GuardianAngel: 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.
* OurDemonsAreDifferent: Demons are considered a separate race from Angels. Some look more like {{Eldritch Abomination}}s
** BigRedDevil: Several Demon cards follow the standard look, including Raxxa, Demon Tyrant.
** HornyDevils: The Succubus pretty much implies this, helped by the artwork.
** GuardianAngel: 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.
* OurDemonsAreDifferent: Demons are considered a separate race from Angels. Some look more like {{Eldritch Abomination}}s
** BigRedDevil: Several Demon cards follow the standard look, including Raxxa, Demon Tyrant.
** HornyDevils: The Succubus pretty much implies this, helped by the artwork.
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* ShoutOut: Paying homage to ''Magic the Gathering'', this game has a card named Fireball. The effect done by the card is different from its ''Magic'' counterpart though.
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* ShoutOut: SandWorm: Wurms, Wild Champions who - based on the card art - love to pop out of the ground and attack.
* SavageWolves: Belonging to the Wild alignment - there are several wolf-based cards and can generate Wolf tokens.
* ShoutOut:
** Paying homage to ''Magic the Gathering'', this game has a card named Fireball. The effect done by the card is different from its ''Magic'' counterpartthough.though.
** The Rage card has a werewolf on its art, echoing a similarly named [=CCG=] based on ''TabletopGame/WerewolfTheApocalypse''.
* SavageWolves: Belonging to the Wild alignment - there are several wolf-based cards and can generate Wolf tokens.
* ShoutOut:
** Paying homage to ''Magic the Gathering'', this game has a card named Fireball. The effect done by the card is different from its ''Magic'' counterpart
** The Rage card has a werewolf on its art, echoing a similarly named [=CCG=] based on ''TabletopGame/WerewolfTheApocalypse''.
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What makes this game different from other fantasy {{Collectible Card Game}}s is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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 CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game is already designed to replicate 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.
Another difference is that ''Epic'' is not a CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game is already designed to replicate 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.
to:
What makes this fantasy game different from other fantasy {{Collectible Card Game}}s others is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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. \n\n
Another difference is that ''Epic'' is not a CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the gameis already designed to replicate 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.decks). All the fun ways to play a [=CCG=] without the high cost and searching for powerful cards.
Another difference is that ''Epic'' is not a CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game
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* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus on the titular Tyrants.
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* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus on the titular Tyrants. Another called "Uprising" is in the works.
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* FemaleAngelMaleDemon: Naturally follows this imagery, though a few males angels and female demons do pop up.
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* FemaleAngelMaleDemon: Naturally follows this imagery, though a male angel and a few males angels and female demons do pop up.
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* HitPoints: Players start with 30 of these. The Trading Card version of ''Epic'' referred to these as Mojo.
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* HitPoints: Players start with 30 of these.life points. The Trading Card version of ''Epic'' referred to these as Mojo.
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* InstantAwesomeJustAddDragons: A game called ''Epic'' just isn't living up to its name without a few dragons to play.
* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games were players typically lose when they run out of cards to draw.
* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games were players typically lose when they run out of cards to draw.
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* InstantAwesomeJustAddDragons: Of all kinds - good, evil, blue, strafing. A game called ''Epic'' just isn't wouldn't be living up to its name without a few dragons to play.
play, now would it?
* InstantWinCondition: Ifyour a deck runs out of cards to draw, that player wins. This is the reverse for most games were - players typically lose when they run out of cards to draw.
* InstantWinCondition: If
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''Epic'' (rendered [=EPIC=]) is a fantasy style strategy card game released by ''White Wizard Games''. After incidentally 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 these champions and play events to defat their foes by reducing their score to 0.
What makes ''Epic'' different from other fantasy {{Collectible Card Game}}s is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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.
What makes ''Epic'' different from other fantasy {{Collectible Card Game}}s is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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.
to:
''Epic'' (rendered [=EPIC=]) is a fantasy style strategy card game released by ''White Wizard Games''. After incidentally 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 these champions and play events to defat their foes by reducing their score to 0.
What makes''Epic'' this game different from other fantasy {{Collectible Card Game}}s is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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.
What makes
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* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure.
to:
* ContinuityReboot: Of the ''Epic Trading Card Game'', a [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure. Other changes include innovations from ''TabletopGames/StarRealms'': the use of four color factions and faction-triggered abilities.
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* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games, were players typically lose when they run out of cards to draw.
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* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games, games were players typically lose when they run out of cards to draw.
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* OrderVersusChaos: The Sage and Wild alignments, at least their core philosophies. Sage go for logic and reason, Wild goes for instinct and passion.
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* ShoutOut: Paying homage to ''Magic the Gathering'', this game has a card named Fireball. The effect done by the card is different from its ''Magic'' counterpart though.
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* CharacterAlignment: The cards are divided into Good, Evil, Wild, and Sage alignments. Good and Evil needs little explanation. Wold and Sage reflect OrderVersusChaos.
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* EvilIsSexy: The Succubus, who is just as immodesty dressed and glaring seductively as one expects. Evil aligned cards with women in the art also tend to be attractive.
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!! ''[=EPIC=] includes examples of the following:
* AfterTheEnd: The first time the gods fought, it ended unraveling reality. Thankfully, they got their act together and rebuilt the universe.
* AfterTheEnd: The first time the gods fought, it ended unraveling reality. Thankfully, they got their act together and rebuilt the universe.
to:
!! ''[=EPIC=] ''[=EPIC=]'' includes examples of the following:
* AfterTheEnd: The first time the godsfought, fought it ended up unraveling reality. Thankfully, they got their act together and rebuilt the universe.
* AirborneMook: Champions with the Airborne ability, who can only be blocked by other Airborne cards.
* AfterTheEnd: The first time the gods
* AirborneMook: Champions with the Airborne ability, who can only be blocked by other Airborne cards.
* CharacterAlignment: The cards are divided into Good, Evil, Wild, and Sage alignments. Good and Evil needs little explanation. Wold and Sage reflect OrderVersusChaos.
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* GoodColorsEvilColors: And not just for the color-coded Allegiances. The art of the factions tend to follow these tropes.
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* EverythingsBetterWithDinosaurs: The Wild alignment has several Dinosaur champions. Plus, it goes with the game's overall theme of "Awesomeness".
* GoodColorsEvilColors: And not just for the color-codedAllegiances.allegiances. The art of the factions tend to follow these tropes.
* EvilIsSexy: The Succubus, who is just as immodesty dressed and glaring seductively as one expects. Evil aligned cards with women in the art also tend to be attractive.
* GoodColorsEvilColors: And not just for the color-coded
* EvilIsSexy: The Succubus, who is just as immodesty dressed and glaring seductively as one expects. Evil aligned cards with women in the art also tend to be attractive.
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* FictionalGenevaConventions: Implied. The truce between the deities forbids direct conflict lest they end up destroying the universe, again. As a result, ProxyWar is how conflicts are settled. But other than that everything else is fair game.
to:
* FictionalGenevaConventions: Implied. The truce between the deities forbids direct conflict lest they end up destroying the universe, again. As a result, ProxyWar is how conflicts are settled. But settled, but other than that everything else is fair game.
* GoodIsNotNice: Markus, Watch Captain may be aligned with Good, but he is also listed as a Tyrant.
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* {{Metamorphosis}}: One card causes all Champions to be turned into Wolf tokens.
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* {{Metamorphosis}}: One card causes all Champions to be turned Transform, which can change a Champion into a Wolf tokens.Token.
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* ZombieApocalypse: 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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->''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.''
wars are fought in the mortal world with mighty champions and devastating events.''
to:
->''No longer could gods battle directly, tugging against one another on the fabric of reality. Now their
their wars are fought in the mortal world with mighty champions and devastating events.''
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* AllThereInTheManual: The backstory of the game is explained briefly through the rules book. Lore on the various factions can be found on the game's webpage.
to:
* AllThereInTheManual: The backstory of the game is explained briefly through the rules book.book, but it remains rather vague. Lore on the various factions can be found on the game's webpage.
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* HouseRules: The developers have encouraged players to develop and share their own formats.
* InstantAwesomeJustAddDragons: A game called ''Epic'' just isn't living up to its name without a few dragons to play.
* InstantAwesomeJustAddDragons: A game called ''Epic'' just isn't living up to its name without a few dragons to play.
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* {{Metamorphosis}}: One card causes all Champions to be turned into Wolf tokens.
* RealityWarper: The mostly unseen gods, who the players are probably playing as.
* RealityWarper: The mostly unseen gods, who the players are probably playing as.
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What makes ''Epic'' different from other fantasy CollectibleCardGames is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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.
to:
What makes ''Epic'' different from other fantasy CollectibleCardGames {{Collectible Card Game}}s is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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.
* AfterTheEnd: The first time the gods fought, it ended unraveling reality. Thankfully, they got their act together and rebuilt the universe.
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* ContinuityReboot: Of the ''Epic Trading Card Game'', a CollectibleCardGame released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure.
to:
* BribingYourWayToVictory: Completely averted, since the game includes all the same cards and most of them are powerful.
* ContinuityReboot: Of the ''Epic Trading Card Game'', aCollectibleCardGame [=CCG=] released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure.
* GoodColorsEvilColors: And not just for the color-coded Allegiances. The art of the factions tend to follow these tropes.
* ContinuityReboot: Of the ''Epic Trading Card Game'', a
* GoodColorsEvilColors: And not just for the color-coded Allegiances. The art of the factions tend to follow these tropes.
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* FlavorText: Some cards have them such as the Tokens. Alas, much like ''TabletopGame/StarRealms'' it doesn't add very much flavor.
to:
* FictionalGenevaConventions: Implied. The truce between the deities forbids direct conflict lest they end up destroying the universe, again. As a result, ProxyWar is how conflicts are settled. But other than that everything else is fair game.
* FemaleAngelMaleDemon: Naturally follows this imagery, though a few males angels and female demons do pop up.
* FlavorText: Some cards have them such as the Tokens. Alas, much like ''TabletopGame/StarRealms'' it doesn't add very muchflavor. flavor.
* HitPoints: Players start with 30 of these. The Trading Card version of ''Epic'' referred to these as Mojo.
* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games, were players typically lose when they run out of cards to draw.
* FemaleAngelMaleDemon: Naturally follows this imagery, though a few males angels and female demons do pop up.
* FlavorText: Some cards have them such as the Tokens. Alas, much like ''TabletopGame/StarRealms'' it doesn't add very much
* HitPoints: Players start with 30 of these. The Trading Card version of ''Epic'' referred to these as Mojo.
* InstantWinCondition: If your deck runs out of cards to draw, that player wins. This is the reverse for most games, were players typically lose when they run out of cards to draw.
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New Tabletop entry
Added DiffLines:
->''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'' (rendered [=EPIC=]) is a fantasy style strategy card game released by ''White Wizard Games''. After incidentally 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 these champions and play events to defat their foes by reducing their score to 0.
What makes ''Epic'' different from other fantasy CollectibleCardGames is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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 CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game is already designed to replicate 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.
----
!! ''[=EPIC=] includes examples of the following:
* AllThereInTheManual: The backstory of the game is explained briefly through the rules book. Lore on the various factions can be found on the game's webpage.
* ContinuityReboot: Of the ''Epic Trading Card Game'', a CollectibleCardGame released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure.
* ExcusePlot: Yeah, the whole "War of the gods" thing is just an excuse for players to battle each other.
* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus on the titular Tyrants.
* FlavorText: Some cards have them such as the Tokens. Alas, much like ''TabletopGame/StarRealms'' it doesn't add very much flavor.
----
wars are fought in the mortal world with mighty champions and devastating events.''
''Epic'' (rendered [=EPIC=]) is a fantasy style strategy card game released by ''White Wizard Games''. After incidentally 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 these champions and play events to defat their foes by reducing their score to 0.
What makes ''Epic'' different from other fantasy CollectibleCardGames is its resource system. Each player gains 1 Gold at the start of each players 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 superpowerful 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 CollectibleCardGame. Though one can expand the game buying expansions, the players get all the cards in a single purchase. Still the game is already designed to replicate 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.
----
!! ''[=EPIC=] includes examples of the following:
* AllThereInTheManual: The backstory of the game is explained briefly through the rules book. Lore on the various factions can be found on the game's webpage.
* ContinuityReboot: Of the ''Epic Trading Card Game'', a CollectibleCardGame released in 2009. It pretty much had the same system as the Non-Collectable counterpart. Alas, the game did not gather much popularity and it remains rather obscure.
* ExcusePlot: Yeah, the whole "War of the gods" thing is just an excuse for players to battle each other.
* ExpansionPack: ''Tyrants'', a booster pack-style expansion which focus on the titular Tyrants.
* FlavorText: Some cards have them such as the Tokens. Alas, much like ''TabletopGame/StarRealms'' it doesn't add very much flavor.
----