I KNOW I’m not alone in my gaming obsession, and there are plenty of people like me who have been counting down the days until TCG Pocket’s launch.
I’ve always collected the cards in binders, but there are two sides to TCGs: collecting and playing.
Collecting is easy. The more money you spend, the better your chances are of picking up something beautiful.
The playing is more difficult, because while the rules are fairly simple, the number of available cards means that there are thousands of ways to build and play a deck.
Starting up the game you’ll be able to open dozens of packs, building up a fairly substantial collection of cards before you do anything else.
It encourages you to use your rewards often, tempting you with the opportunity to open packs early and fill out our collection more quickly.
This part is tempting, but the way that it weaves into the battling encourages you to only want the best.
You are given a basic battle deck to start, but it only takes a few rounds for you to realise it’s a little lacklustre.
It masterfully gives you an EX card that fits perfectly into your deck, so that you get used to customising it without even realising.
The whole operation is slick, teaching you how to play TCG, explicitly telling you what to do outside of the lengthy opening tutorial.
This tutorial is really aimed at younger players, and the real nuances can only be gleaned from playing matches.
The battle system is very basic compared to the real thing, but it’s perfect for a quick mobile game.
There are just 20 cards in a deck compared to the usual 60, and the more frustrating parts of gameplay management like avoiding decking out, prize checking, and energy generation are gone.
Instead, you are guaranteed one energy per turn thanks to the energy zone, and prize cards are replaced with points.
The inability to deck out also means that players can more easily understand why they lose each game.
Each match lasts just two to three minutes, meaning that you can play a few rounds while you wait.
So far I don’t feel pushed towards spending real money, but players are immediately flooded with cards to pick and packs to open.
I am concerned that by immediately offering the dopamine rush of opening tens of packs, and then making them wait for 12 hours for just one, people will feel pushed to pay.
TCGs are like gacha games, and with limited-time rewards and offers, they encourage people to gamble for the cards they want.
It’s a strong game, and one that millions will enjoy, aside from being the perfect starting point for getting into a TCG.