player1788711 0 Posted August 9, 2010 I think the best part of the coc game are the rules they are both simple and complex at the same time, i have not found them yet but i am sure that there are some problems with the rules anyone know any that are giving them problems or allowing them to do something cool hit me up Joshua James Harper Bell Quote Share this post Link to post Share on other sites
JayDe 0 Posted October 1, 2010 I think the beauty is that the rules are fairly simple - but the myriad of card texts and situations within a game can be very complex - which is where the experience is needed. Quote Share this post Link to post Share on other sites
jhaelen 98 Posted October 1, 2010 Wow, 'simple' is totally not the word that comes to my mind when trying to think of adjectives to apply to the CoC rules. The game is utterly impossible to play without the FAQ. The FAQ currently has 18 pages. The rulebook has 16 pages (the additional pages are just adverts for other CoC products). If the rules were simple the FAQ wouldn't include anything but the card errata (i.e. a single page). And the FAQ will continue to grow because there are still so many odd corner cases that aren't properly defined. Understanding what a card effect really does is super-difficult. Adding or replacing a single word can profoundly change the way a card is played. Check out any of the rules questions in this forum and you'll see how difficult it can be to interpret a card text. The only reason the 'rules' seem to be simple is because the rule book doesn't include the majority of rules, i.e. the card effects. That's the 'secret' of exception-based games: The complexity is hidden in the exceptions. Quote Share this post Link to post Share on other sites
The Dog of War 0 Posted October 2, 2010 I 100% agree with everything Jhaelen just said there. I had played Magic: The Gathering through several years of high school with friends on the weekends ....and I never recall us running into so many "issues" with individual cards or interactions - such as me and my friend at work (currently) who are playing this game - have already encountered in...what...2-months of playing ? The fact that, as Jhaelen pointed out, there is a 16-pg. rulebook...and a FAQ which is already (only on v1.2) BIGGER than the rules book itself...should tell one something about the complexity of the rule system. And the difference (and debate) between things like "Action", "Effect", "Triggered Effect", "Triggered Ability" - ugh... it's good we have such a helpful community that is able to discuss these various rules issue and help reach a general consensus (in the absence of direct FFG statements of clarification) ...because without them, you'd be completely lost (as a new player) - even trying to play with many of the basic Core Set cards ! Quote Share this post Link to post Share on other sites
JayDe 0 Posted October 4, 2010 Perhaps I should explain that better, the 'infrastructure' is easy enough - turn phases, support, character and event cards - story cards and win 3 to win the game. Which makes it easy enough to explain THAT. But as I tried to say - it is far more complicated than the initial rulebook might lead one to believe (when card texts and play is considered), not even taking into account metagame. ? Quote Share this post Link to post Share on other sites
player1908479 0 Posted October 4, 2010 Just you wait guys, tomorrow I am going to finish all my stuff at the univ and will immediately get back to work on my comprehensive rules pdf. Quote Share this post Link to post Share on other sites
The Dog of War 0 Posted October 5, 2010 I will thank you in advance for your hard work and time put into the project, Manitou ! Quote Share this post Link to post Share on other sites