Hallo, auf reddit habe ich folgendes gefunden:
This is an effort to help the community grow and keep relevant info in one place so new players can get started quickly.
Basic Game Mechanics
Force of Will is a dueling card game, similar to Magic the Gathering,
Pokemon or Yu-gi-Oh, where two players battle each other with spells
and summoned monsters, called resonators. These resonators do battle for
the decks Ruler, which is similar to an EDH Commander, a card that sits
outside the normal deck and can be transformed once per game into a
powerful Judgment Ruler (shortened to J/Ruler on most cards). Using your
resonators, spells and J/Ruler, your goal is to reduce your opponent
from 4000 life to 0 or run them out of cards.
Similar to MTG, every card besides the J/Ruler has a Will cost in
order to play the card. Unlike MTG, or many other CCGs/LCGs, the
resources for Force of Will reside in a separate deck from the main
spell deck. These resources, called magic stones, can be called from
your magic stone deck once per turn by your J/Ruler. For those of you
coming from an MTG background, this ensures you always have access to
consistent mana ramp without ever drawing land.
Basic deck construction is a minimum 40 card deck + a 10-20 card
magic stone deck + 1 J/Ruler. For tournaments, an additional sideboard
of 15 cards is allowed. And yes, you can have an additional J/Ruler(s)
in your board to switch out between games 1,2 and 3.
What Do I Need To Buy First?
If you are brand new to the game, there are two products aimed at getting you into the game quickly. The first is the Alice Cluster Starter Deck.
This includes 2 decks - Light (White) & Fire (Red) - with their
respective J/Ruler and rules to help you get started. Every deck is
fixed rarity, but some of the cards in the decks will be very useful for
deckbuilding later.
The second product is Vingolf: Engage Knights.
This is another fixed rarity set that introduces 5 new rulers, a number
of new resonators, and key reprints from the current sets, like
Thunder. For deckbuilders, each Vingolf set comes with 2 of each dual
stone (mechanically identical to the ABUR dual lands and each going from
between $5-$12 individually). None of the reprints are foil, but the
value from a beginning player's perspective cannot be overstated.
My recommendation to new players is to buy an Alice Cluster starter
to play the game and get a feel for the mechanics. If you enjoy the
game, I would then recommend buying two of the Vingolf sets. These two
purchases will give you a flexible basis for deckbuilding for around
$100.
What About The Other Starters?
If you have been looking at any of these starters,
don't use these to start. These belong to the Valhalla Cluster and use a
rule set that is not currently supported in most tournaments.
What Do I Buy Next?
Any packs, boxes or singles from the Grimm Cluster or the upcoming Alice Cluster.
Ok, What Exactly Is a 'Cluster'?
If you have played MTG, a FoW 'cluster' is the same as a Magic
'block', like Ravnica or Zendikar. The Grimm Cluster is the current
setting of cards, which will be followed by the Alice Cluster in
September.
The Grimm Cluster includes the following sets:
• Crimson Moon's Fairy Tale
• The Castle of Heaven and the Two Towers
• The Moon Priestess Returns
• Millennia of Ages
• Vingolf: Engage Knights
The Alice Cluster will follow and includes the following announced products:
• Alice Cluster: Starter Deck
• Seven Kings of the Land (releases 9/26/15)
If I Want To Play Competitively, How Long Can I Use My Cards?
The cards in each cluster will be legal in the New Beginnings format
(like Standard/Type II) for two years. The cards from the Grimm Cluster
will rotate in September of 2016, while the Alice Cluster cards will
rotate in September 2017.
I Already Bought The Other Starters, Can I Do Anything With These Cards?
Absolutely. There is also a tournament format called Origins, which
uses all the cards in print, including the Valhalla Cluster. That
includes anything from the Valhalla starter decks, and the sets Dawn of
Valhalla, War of Valhalla and The Shaft of the Light of Valhalla. Your
store can also decide to make these cards legal for an event, but
remember that the Valhalla cards were very limited in release
(especially in the US) and have some very powerful effects.
I Want To Start Playing Competitively, Where Can I Learn About The Meta?
For more info about the meta and tournaments, I've found lots of great info at FoWTavern.
If you'd like to learn more about the cards themselves, there is a fantastic visual spoiler at the Force of Will database. This will let you see everything that is currently legal in the Alice & Grimm clusters as well as all the Valhalla cards.
What Are The Tournament Formats?
Right now there are two tourney formats: New Frontiers and Origins.
New Frontiers is only the most recent Grimm and Alice Clusters and
will be the standard tournament format in most cases. As new clusters
release, older clusters will rotate out of the New Frontiers format.
Again, all the cards from the Grimm Cluster will be legal until
September 2016.
Origins, on the other hand, has no set restrictions and all cards in
print are legal. Origins will not likely be a popular format in the US,
as the Valhalla Cluster did not get an official release here.
Other Resources
If you are looking for more news and sites for FoW, here are a few:
FoW Tavern - Great articles about the meta and common deck types
Force of Will TCG US - Articles and Decklists
Void and Moon - Articles and Decklists
J-Activate - Articles, Decklists & Singles
Meine Frage: Lässt sich der Guide 1:1 auf das Spiel in Deutschland anwenden?
Außerdem habe ich etwas ähnliches auf einer anderen Seite gefunden. Hier möchte ich dieselbe Frage stellen.
ZitatAlles anzeigen
In ancient times, there was a
land where Gods and Demons would wage war. A land that was graced by
the five Elements, Valhalla. After a long period of time, the fighting
never ceased, and would repeat itself time after time. Soon enough, the
war itself would involve the people living in Valhalla.
The Gods and Demons would then develop techniques to summon and
reincarnate strong, radiant souls, into battlers and soldiers to aid
them in their cause.
A whisper was heard... "In exchange for your soul, I shall bestow
upon you power unimaginable..." In order to pave a new path to a
brighter future, people gathered, and made pacts (Judgement) that would
grant them new powers.
Those who fight for their own beliefs, Those who fight for the Gods, Those who fight against the Gods,
Their spirit drives them into Battle, and the Battle, has just begun
Quick Overview
Gameplay is like Magic: the Gathering but with similar elements of Yu-Gi-Oh and Card Fight: Vanguard
40-60 Card Decks
No side deck from what I know at the moment (nothing in the rule sheet)
20 Card Magic Stone Decks
5 card starting hand
Can Mulligan once
Victory Conditions: Reduced all 4000 Life Points of your opponent to 0 or when unable to draw you lose.
Magic Stones: Similar to Land in MtG, can tap to create 'Will' which
is used to cast spells and resonators there are 5 types; Fire, Water,
Wind, Light, Dark. The big difference to MtG is that Magic stones have
their own deck! Once per turn you can tap your Ruler to draw a card from
your magic stone deck and place it in your magic stone zone.
Resonators: These are your monsters which you summon to
attack/defend. They each have a Will cost which must be paied to summon
them, unless stated otherwise.
Ruler: Each player starts with a Ruler Card which acts as an avatar.
The Ruler has its own zone and has special abilities which affect the
game (eg, all 'certain monster type' gain X attack, Your opponent plays
with the top card of their deck revealed). Some have more abilities
which you can tap the Ruler to activate.
Judgement Ruler, J-Ruler: If you play your Rulers J-Activate Cost you
flip it over and summon it as a J-Ruler to the field (Rulers are double
sided cards which is pretty cool). J-Rulers are usually an upgraded
version of the Ruler and are the boss cards of the game with high attack
and stunning abilities. However if you J-Ruler gets destroyed you lose
half your life points and it returns back to the ruler zone but loses
all its abilities.
Spells: Their are 3 Types of Spells; Instant, Chant and Standby.
They, like resonators, have a Will cost to be played. Instants, like in
MtG, can be used almost any time in either players turn. Chant can only
be used in your Main Phases. Standby are like Trap Cards from Yugioh.
You set them by paying 2 Will and can only be used when their activation
condition is fulfilled (eg if you control no resonators and you're
opponent does).
LIfe Break: At the start after drawing your hand each player puts the
top 4 cards of their deck into the Life Break zone face down in a pile.
Players can 'Life Break' in either player turn. To 'Life Break' you
take the top card look at it and if it has a Break ability activate it.
If not send the card to the grave.
Chase System: Pretty much like Chain links in yugioh and the stack in
magic the gathering. When a player does something you can respond to it
with a card like an instant or life break etc. Then resolve the chase
backwards.
Japanese Site
http://fow-tcg.com/
English Site
http://fowtcg.com/home
Wikia
http://force-of-will-tcg.wikia…ki/Force_of_Will_TCG_Wiki
Rules
http://www.fowtcg.de/regeln/
Product
In about a week my local card shop is hosting a release event for Force of Will TCG
Prior to this I haven't heard of it but apparently its big in Japan?
Does anybody else have any information about this game or have heard of
it?
Der Thread hier kann irgendwann mal selbst als guide dienen, sobald meine Frage geklärt wurde.