Core Connection: Rise of Atlantis
Japanime Games
Playtime: 60-90 Minutes
2-4 Players
Name a more iconic duo than Japanime Games and Deck builders. Core Connection is another deck builder by Japanime Games, and I can’t say that I’m disappointed in the heavy use of the genre. All of the deck-builders by the publisher are all fantastic, with games like Tanto Cuore being some of the best deck builders out there period. Core Connection allows 2-4 players to commandeer giant mechas and save the day from an army of oppressors.
In Core Connection each player is dealt ten cards that act as the player’s starting deck. This deck includes a pilot and a mecha, each without any unique abilities. The strength of your pilot and mecha come together to determine their melee and ranged attack strength, as well as their durability. Each player draws five cards from their starting deck to act as their starting hand. There is also a monster deck and the main deck, both of which we’ll be interacted with by the players.
There are four phases in the game. The first involves repairing mecha from the previous round. The second phase is the main phase, in which players will acquire new cards to add to their deck using the resources in their hands. After this phase is done, the player will begin the battle phase, in which they will use their pilots and mechs to fight the monsters.
Combat is simple enough and involves comparing the melee or ranged attacks and durabilities. Defeating monsters gives victory points to the victorious player. After this, the player will move into the discard phase, in which all of their cards are discarded and they draw five more. Players can use their victory points to upgrade their pilot during this phase too, which will make future turns easier. When a player has 20 victory points during their main phase they win unless another player has more points.
All of the rules and mechanics of Core Connection come together nicely. The rules are simple and easy to follow, and just about anyone who is interested in the theme can play this game. As far as deck builders go, this is easily one fo the most accessible for beginners. Just about anyone can learn how to play Core Connection at a competent level.
Playing through Core Connection feels great. It has a good flow that doesn’t suffer from too much downtime. Upgrading mecha and pilots is addicting and satisfying. The game has a moderate amount of interactivity. Players can directly affect others, but some games will have no interaction at all There is a fair amount of variability in Core Connection, which is nice for the game’s replayability.
The cards look great, successfully coming together to help Core Connection embrace its mecha theme. Fans of mecha anime will be delighted to see the various mechs, pilots, and other cards that reference the genre. The cards feature art that utilizes bold and harsh lines that ooze in Shounen appeal. One of the most noteworthy aspects of the card art is the lack of oversexualized characters. Most Japanime games have plenty of fanservice, but that isn’t the case in Core Connection. This allows the game to have a broader appeal, which is welcome.
The quality of the cards themselves is average. There isn’t anything wrong with them, but they aren’t of especially high quality either which is fine. The rest of the components are fine as well, with decent boards and dice. Again, nothing is remarkable but nothing feels cheap either.
Core Connection is another fine deck builder to add to the shelf. While it doesn’t do anything that hasn’t been done before, it’s a great entry point for those who are interested in the genre. It can be played by most ages and skill levels, giving it a niche that others don’t. Mecha fans who are remotely interested in deck builders should give Core Connection a shot.
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Core Connection
Mecha fans who are remotely interested in deck builders should give Core Connection a shot.
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