Kult CCG Review

Inspiration

The Kult CCG was inspired by the Kult RPG. Because of this, it has a somewhat dark atmosphere. The Inferno expansion bears a "parental advisory" mark, but this is not something you will really notice during the games, apart from some of the artwork.

Objective

Every player represents one of the higher powers that try to dominate the world. At the beginning of the game, each player puts 10 so-called Population Markers into a common pool. These markers represent the world population. The total number of markers is decreased by one. The first player to have 10 markers in his possession wins the game. The total number of PM's can be varied to adjust the length of the games.

Rarity

In Kult, we can distinguish Rares, Uncommons and Commons. There is only a small number of rares (about 20) en these are not so important as the uncommons and commons. Only one rare will be used per game. Two sets of cards exist at the moment, the primary Kult set and the Inferno expansion.

Explanation

Each player's playing field contains a so-called Mystic Cross, comparable to the way cards are placed in the Tarot. The middle of the Mystic Cross contains the rare card, the Major Arcanum. Whenever someone wants to play a card, he has to meet certain requirements. Each card lists the requirements, made up by a number of "suits". There are five different suits. Each Major Arcanum gives access to certain suits. Which Major Arcanum you choose will therefore influence the cards that you can use during the game. Should your Major Arcanum give access to two Skulls and two Roses, you can play any card which requires a maximum of two Skulls and two Roses. You will never get to be "without mana" so to speak. Of course there are also other ways to get different suits ...

The Mystic Cross is made up of eight positions that can hold cards. Each card lists the positions that can hold it. This can be anything from one to eight positions.

The most important cards to play are Creature Cards. Creatures are used to recruit (or "sway") Pop Markers. This involves taking a Pop Marker from the common pool and placing it on a creature card. Each creature may hold only one Marker. Next turn, the Marker can travel one place inward in your Mystic Cross, until it reaches the center or Hub. First player to have ten Markers in his Hub wins the game.

Each turn, players can decide to engage in combat. In combat, one creature of the active player may attack one creature in the Mystic Cross of the opponent. Creature cards list a Combat Value and the creature with the highest CV wins the combat. Should the losing creature be carrying a PM, then that PM will go to the winning creature, provided it didn't already hold one.

Besides creature cards, there are also influences that can be played on other cards. These might help your own creatures, like different weapons to increase CV, or hinder those of your opponent. And of course there are cards that can be played at almost any time, to add the element of surprise.

Should you be one of the people actually playing or collecting this great game, do not hesitate to check out my tradelist.

The information from the Kult CCG FAQ
has been taken from Bryan Winter's Homepage. A while back, Bryan mentioned the page would no longer be active, as far as the Kult CCG was concerned, so I present the info here for all interested parties. Meanwhile, Bryan's site is still up, so go take a look.

To find other players living near you, visit my Kult Geography page.


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