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Designers | Mike Fitzgerald |
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Publishers | Wizards of the Coast |
Players | 2 |
Playing time | Approx 20 min |
Chance | High due to dice rolling |
Age range | 10+ |
Skills | Card playing Arithmetic Basic Reading Ability |
Released by Wizards of the Coast in 2000, the X-Men Trading Card Game was a collectible card game (CCG) designed to coincide with the popularity of the first X-Men movie. This set had featured character art similar to that of X-Men (film) and included characters who did not appear in the movie.
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Gameplay
This collectible strategy game combined standard CCG game elements with a dice-rolling game mechanic, then a seldom-used core feature in trading card games. The game employed a relatively well-designed, yet simple, concept of a player's team of X-Men attempting to defeat, or KO, two of four selected X-Men villains before the opponent did the same. Alternatively, a player could win the game if their opponent's team was KO'd before their own. Each X-Men character card was assigned a point value based on its Mutant Power (a special ability printed on the card that had an effect on game play, such as drawing extra cards or dealing additional damage to enemies), Hit Points (the amount of damage necessary to KO the character), and its ratings in each of three Abilities (Red - Fighting, Green - Energy, and Blue - X-factor). These points were used to construct a team of 2-5 X-Men totalling 30 points or less. Players used Lightning and Power-Up cards to create game effects, including preventing damage done to characters and increasing the Ability ratings of a selected character, and used Mission and Momentum cards to launch team attacks on the villains or, on rare occasion, the opponent's team. Dice were rolled to determine the amount of damage dealt to the villain and the team, as well as which Mutant Powers were triggered in the battle. The turns were marked by the Danger Room Level, a sequentially increasing number that allowed cards of escalating power and effect to be played with each passing turn.