Publisher: Solis Game Studio
Designer: Brian McKay
Artist: Dan Mora
2 Players
Playtime: 5-10 Minutes
Pocket Paragons is a nice little card game for two players in which each player chooses a fighter, and duels it out in a rock-paper-scissors duel that simulates a round of a fighting game. A game of Pocket Paragons can last as long as ten minutes as players work to chip away at their opponent’s health, but it can also be ended in an instant if a player strikes at just the right moment. Now, the Pocket Paragons engine is being used to power The Massive-Verse Fighting Card Game, the card game adaptation of the popular comic franchise that started with Radiant Black.
A Quick How To Play
Each player selects one of the 8 characters and places their Character card and Ultimate cards on the table, with other cards in their hand. Both players start with 10 HP and 0 energy, tracked using dials. The objective is simple: bring your opponent’s HP to zero or execute them.
The gameplay consists of two main phases: the Selection Phase and the Resolution Phase. In the Selection Phase, both players secretly choose an ability card from their hand and reveal it simultaneously. The Resolution Phase involves checking for counters utilizing the game’s rock-paper-scissors mechanisms and resolving the effects of the abilities. This process continues until one player reaches 0 HP or gets executed. An execution occurs if a player uses a card that counters a rest.
Energy plays a crucial role in Pocket Paragons. You gain 1 energy each time you Rest or Counter an enemy ability. Once you accumulate enough energy, you gain access to your character’s Ultimate ability. Each character also has one or more Ultimate abilities, which can be passive or ability-based, and they become available as you reach the required energy threshold.
Pacing and Interactivity
The Massive-Verse Fighting Card Game has a great flow that lends itself well to the fast-paced gameplay of fighting games that inspires it. Turns are quick. All the player has to do is pick the card they want to use, then both players will reveal their cards simultaneously. The two cards are resolved, damage is dealt, and the players do it all over again. There is zero downtime, and the only thing that players will wait for is another player struggling to make a decision. Since play is resolved simultaneously, there aren’t any turns.
If players are using the base rules and each has just one character, players can potentially get in 3 games in just 15 minutes, which is perfect for groups who need a light filler game that also gives a definitive “Best out of three” feeling. It’s a game with quick turns, and the quick turns lead to fast resolutions. Nothing is stretched too far or condensed too much. The Massive-Verse Fighting Card Game just feels good to play, especially for those who don’t have time for similar games that take longer to play and involve more table space like EXCEED.
The Massive-Verse Fighting Card Game won’t be for everyone, especially because at the end of the day, it is rock-paper-scissors with the added element of deduction. Some players can have everything well thought out, and even have their opponent on the ropes, just for their opponent to go for the hail mary and execute out of nowhere, ending the game. For some (Like my group) this is an exciting part of the game, but for others who don’t like the feeling of getting unlucky, it might be best to stick with crunchier and deeper games.
Replay Value
The Massive-Verse Fighting Card Game feels much like a deduction game, suggesting solid replay value. Similar to a fighting game, players aim to anticipate their opponent’s next move for a strategic advantage. While it may not offer the deepest experience, the constant allure of potentially ending the game instantly with a well-timed execution is exhilarating.
The depth of the game expands significantly when players engage in the 3v3 mode, where the objective is to eliminate all three enemy fighters. This mode draws parallels to Pokemon, where losing a fighter early is not necessarily game-over; a strategic switch can change the course of the battle. This depth is amplified by the fact that players can select one card from a fallen fighter and incorporate it into the next deck, leading to powerful combinations when the right move aligns with the right fighter’s kit.
Contributing to the replay value is the diverse roster. The Massive-Verse Fighting Card Game features eight characters in its roster, and each one feels unique. Players have numerous combinations to choose from, allowing metas to form as players discover the most ‘broken’ combinations possible.
Theme and Components
As usual, Solis does an excellent job at taking the characters it is given and creating unique moves that feel great to play with while also feeling thematic and flavorful. The Massive-Verse Fighting Card Game is no exception. It will be a great addition to anyone’s Pocket Paragons collection, but this will especially be a hit for fans of the comics. Each character has a move set or style of play that reflects their powers and personalities well. Inferno Girl Red, a character powered by belief, weakens as the game progresses if things aren’t going well for the player using her. Radiant Black can survive an execution, getting one more chance at life, much like he does early on in the series. These nuanced details contribute to making The Massive-Verse Fighting Card Game feel like a thematic experience, distinguishing it from a mere re-skin of the Pocket Paragons engine.
The components of The Massive-Verse Fighting Card Game are relatively simple, with only two dials for scorekeeping and a collection of cards inside the box. This simplicity aligns with the “pocket” aspect of Pocket Paragons. While the box is small, there is plenty of room for players to throw their other fighters from other sets into the box. What sets this entry apart is the art. Most cards in Pocket Paragons all look the same, and the only changes are in icons and text. The art in The Massive-Verse Fighting Card Game is unique for each card, giving this entry a great comic feel. What makes it even better is that most of the art is by Dan Mora, one of the best artists in this business right now. Those familiar with his work know he can do no wrong, providing The Massive-Verse Fighting Card Game with the definitive edge as the best-looking set in the franchise to date.
The Massive-Verse Fighting Card Game Is Great For Fans Of…
This one is perfect for fans of the franchise. It’s rare to see comic books that aren’t by Marvel or DC getting a board game adaptation, and it’s even rarer for them to be entertaining. The Pocket Paragons engine is perfect for adaptations like this, and the love for the Massive-Verse is clear here.
From a gameplay perspective, anyone who wants more condensed version of fighting board games like EXCEED or BattleCON should enjoy this one, even if it isn’t as deep of an experience. While niche, The Massive-Verse Fighting Card Game also feels a lot like Warriors of Jogu in that players are dueling in a game of deduction and bluffing.
To learn more, visit the Kickstarter for Massive-Verse Fighting Card Game
Sequential Planet was provided a copy of The Massive-Verse Fighting Card Game for review.
The Massive-Verse Fighting Card Game
The Massive-Verse gets the card game it deserves with a great roster, excellent art, and an engine that complements the theme.
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Pacing and Interaction
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Theme and Components
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Replay Value
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Enjoyment