by Mike
Sugarbaker
I can not figure out why I like Z-G so much. It's pissing me off:
I have spent three long Sunday afternoons in two-player duels, three-
to eight-player free-for-alls and four-player team bouts, and enjoyed
all of them consistently. I spent enough hours doing this that I
ought to have some idea of why they were fun. Instead, I think back
on the hours at Brian's great arena setup in the second room at
Endgame and I only really remember them as narrative: The Unknown
Soldier challenges Erotic Death Marmot, and Jet Sigma charges the
arena angrily, disrupting the proceedings - it's a three-way
free-for-all! So, we can consider this review a piece of investigative
journalism, in which I attempt to figure out whether the actual
game mechanics are actually any good, as well as whether Z-G
is in fact a collectible card game, a miniatures game, or a role-playing
game. Hopefully you'll get some sense along the way of whether you
should throw some of your gaming money at it.
Yes folks, this is the game with the robot action figures. They
come in three colors, red, green and blue. The three are not only
different models with different starting sets of equipment, but
come with different character cards with different abilities, and
represent three different factions in the game's story. (Factions
are pretty spongy in Z-G, unlike a lot of CCGs you're used to. Nothing
in the game mechanic or cards really deals with factions in a hard
and fast way. You won't find them limiting your selection of cards
or equipment.) The figures look simplistic compared to the collector's-market
robots you've probably seen, the ones based on video games or anime.
Z-G's figures are vaguely anime-ish, and are much better-articulated
than low-end figures for kids, but they look like figures for kids.
The way Z-G is packaged, in a cardboard-backed blister pack with
a playmat, is the other indicator that Atomoton thought they'd hit
the Pokemon market with this game. Well, if they'd wanted to sell
to 12-year-olds, they should have designed a game for them, but
we'll get into that. The figures as they exist now are functional,
not exactly ugly, in fact sort of charming in their way, but in
future sets they ought to be sculpted a little more toothsomely
to appeal to gamers who'll actually be able to cope with the rules.
Anyway.
Also
included in each figure's box is a set of zGear cards, which correspond
to the set of plastic equipment and list their game stats and abilities.
Each round, you choose three of these zGear cards to attack, move,
and/or parry with (or use another of their special abilities). Attacks
always target a specific piece of equipment. Usually, this'll be
the top card of your opponent's deck of cards (in short, something
randomly selected from what they are not currently using - you'll
often find yourself considering how vulnerable you want a piece
of zGear to be when choosing your hand). Your Ulster, the protective
battle suit your character wears (that is, your unadorned action
figure itself), is one of these pieces of equipment. Lose it, and
you lose the game. More often, though, you get eliminated by attrition,
by being reduced to fewer than three pieces of zGear in all.
All zGear cards have a Move statistic, as well as a Range stat
for their actual attack. Movement is measured in lengths of the
game's cards - that's the first niftily elegant thing that struck
me. (It may also be the last. Elegance is not really this game's
watchword. Although things do fit together and seem to be balanced
well, Z-G tends toward the more-is-better side when it comes to
game mechanics, and it can feel messy and overwhelming.) The positioning
of figures on your game table does count tactically, especially
for Zone attacks, whose area effect might be four cards long by
three cards wide if you get far enough away. If you play with terrain,
as Atomoton strongly encourages you do, then, well
can you
say "death from above"? I knew that you could.
Moving
is all well and good, but eventually you have to attack. All cards
in Z-G have "dots" on each end. They're actually these
rounded pentagonal things that come in red, green, or blue. On zGear
cards, most of the dots have "blazes," little white symbols
that further modify the behavior of matched dots. When you attack
with a piece of zGear, you lay it face down, choosing which end
points at the enemy. The victim then draws the target card, spins
it in the air while dropping it on the table, then the cards are
turned over and the ends lined up. Whether you miss, hit, or hit-real-hard
depends on how many colors match on the dots, and whether the blazes
(with features like armor, armor-piercing, and weak points) block
or enhance those matches.
The match-to-strike mechanic is the cleverest of Z-G's innovations,
but also the one that makes the game designer in me the most suspicious.
At first glance, it's really, really random. At second glance, it
starts to look like the best strategy is to memorize what's on the
ends of all the zGear in the game (and then build a degenerate Mode
deck that lets you target attacks to your little, sour heart's content).
That's not really much fun, but fortunately, it wouldn't help you
much either. The real key to the game is in the ability to "retest,"
a sort of controlled do-over granted you by special abilities on
Mode cards. Between that and attacks that let you Scan (preview
the card you're attacking) and Targetlock (force a card drawn as
an attack's target to hang around, face up, for your next attack),
you can start to have a little control over the randomness. (Or
at least feel like you do. Detailed statistical analysis of many,
many games might show otherwise, but who has time for crap like
that.)
I can easily list off some of the things I don't like about
Z-G. Its single biggest problem out of the box is that the only
rules provided are on the half-size "playmat," rather
than a rulebook, where you can afford to be chattier. Even considering
the poor job most playmats do of communicating a game, there are
just so damned many rules in Z-G that putting them on a playmat
does them a great disservice. Remembering what all your options
are at any given time would have been a challenge regardless, but
the playmat format just encourages you to gloss over things. If
they were trying to "write down" for kids, they failed
utterly - every sentence is important and subject to misinterpretation,
and no time is wasted on elaborating or explaining anything. This
is definitely the kind of game that people should be taught, rather
than trying to learn it themselves. As decadent, foolish, and five-years-ago
as the announcement of a since-canceled Z-G "Battlebook"
strategy guide looked to me at first, it might have been a good
idea if they had gone ahead with its publication. (As of now, you
can reportedly get at least some of it at Atomoton's web site, and
a straight Rules of Play reference document is available on related
web pages. You still have to dig around for it, though.)
Does everything that's in there need to be in there? It's hard
to say. My league has seen precious little use of the Stances, which
occupy a sizable box on the back of the playmat. Stances are formal
positions you can put your figure into (if you can get it to stand
up, that is) which confer special abilities, and require spending
Move points to get into and out of. I think I've seen them used
once in a dozen games
but these are games with people who've
been buying cards like nuts. In a game with just two starter kits
(meaning the default zGear and no spicy, delicious Mode cards),
you need a little extra tactical dimension, in case people get too
familiar with the zGear and the whole thing gets to be rock-paper-scissors.
So, we have Stances, which help keep the game solid in an out-of-the-box
situation and don't get in the way otherwise. Well, okay - I wouldn't
call that "elegant" in a purist, game-designer sense,
but as a practical solution to a practical problem, I have to say
I admire it.
So, for a better example of how woolly the rules can get, let's
delve a bit further into the CCG-centric aspects of the game. Once
you start buying cards and playing the advanced game, it becomes
clear that Z-G is for gamers, not for Harry Putterers and shorties
in Pikachu jammies. You don't have one deck in Z-G: you have a zGear
deck, and you have a Mode deck which contains everything that isn't
stuck to your figure - special actions, support cards, and all that.
The Mode deck is the deck that is drawn from and depleted in the
usual sense, but Mode cards never go into your hand. Instead, they
always go right into your face-up Control Panel on the table. If
you don't have any open slots, you've got to throw something out
when a new card-drawing opportunity happens (and the rules for when
you draw Mode cards are sort of subtle themselves). However, I have
yet to have to need to discard something (granted, I'm playing with
a fairly slim Mode deck so far), and the rules for how Mode cards
can share a slot were still a bit unclear to me after several games.
Your zGear deck, on the other, um, hand, you actually have a hand
from. However, you choose this hand afresh each turn, and when you
use a piece of gear, it goes back into your deck, which you then
shuffle each and every time.
This
is a lot of counter-intuitive stuff to put into the basic concept
of a deck of cards. That's sort of exciting, but it's also annoying,
because it is never stated in crystal-clear terms that an idiot
(read: me) can understand. Instead, you have to let the express-lane
playmat prose slosh around in your head for a while until it all
suddenly becomes clear. (Or have a Z-Marshal or other guru to supervise
you, although how some folks have managed to bootstrap and figure
it all out is beyond me. Lots and lots of time online, I suppose.
The game's official ZG-Interaction Yahoo group is lively and diligent
about rules questions.) Is it just the purist in me that has trouble
warming up to a good game with bad rules-writing?
I'm inclined to say that Z-G is just not a game for purists, and
leave it at that. It isn't purely anything. I mean, I guess it's
possible to play this game without role-playing it at all,
and still have a decent time. You might even be able to have fun
without scenery, although you really should put together some rudimentary
terrain. However, if you read enough of the cards to start getting
a feel for the game world, give your contender a name and personality,
and get into the weird anime-meets-WWF feel of it all, then and
only then can you really get addicted. Some folks I've played with
have treated it as a full-on minis game and given their figures
custom paint jobs with hobbyist paints. And as far as the mechanics,
you can't play this just as a minis game and ignore the card decisions,
nor can you ignore positional tactics and rely on cards. You've
got to think through both.
Ah, yes: the Mode cards. When you buy a Z-G booster pack, you'll
probably get a few enhanced zGear cards, meant to substitute for
the defaults that come in the starter. The rest will be meant for
your Mode deck. Mode cards can generally be sorted into three types:
Arena cards, which give special rules to terrain and are laid out
before play starts; Maneuvers, the "action cards" that
are generally one-use and played on the fly during a combat; and
everything else, but especially Syndic cards. Syndics are generic
personalities your character relies on for support, and their traits
determine which Maneuver cards with matching traits you may put
in your deck. (All Mode and zGear cards also have a point value
for deck-building purposes - a starting league character is 500
points, maximum.) Syndics also grant persistent special abilities
that are available to you until the Syndic gets discarded somehow.
They're how most retesting abilities become available, although
you also see retests on Maneuver cards now and then. Syndics are
as close as Z-G comes to having "land." They also tend
to have the best artwork, with their "headshots" of interesting
anime types. (The artwork standards are generally high, only falling
apart on a few of the endless supply of Maneuver cards. Many cards
are more design than art - indeed, the graphic design is a real
star of the show here, and sometimes nearly interferes with usability,
but doesn't quite. The zGear cards in particular can get very busy.)
Also
falling under the "everything else" category in Mode decks
are: Drive cards, representing fundamental characteristics of your
character; Lode cards, which "plug in" to certain zGear
cards with a little yellow plus sign on them (took me forever to
find that in the rules); and Flaw cards, which give you additional
deck-building points in exchange for taking a disability your opponents
can use against you. These all grant special powers that persist
once drawn, like Syndic cards.
The complexity of Z-G isn't in the card mix itself (not yet, anyway),
so much as in the actual game rules. I guess that just means that
if you buy starters and play the basic game, you can still get plenty
confused. The game rewards study, however, making you feel a bit
like those anime kung-fu heroes who are constantly remembering and/or
discovering new tricks to add to their style. The cards don't often
throw you way out into left field, instead offering a modest little
exception here and a handy means to trigger an ability there. I'm
not Mr. Suitcase, but I haven't seen any one card that looks overpowered
all on its own. There might be some Syndic-and-Maneuver combos that
are dodgy. (I'd worry more about some of the wild alternate attacks
on souped-up zGear cards, but I also wouldn't trade those cards
away for anything - state-of-the-art renditions of some of the equipment
are where you see some surprisingly fun and strong stuff.)
It's also very rewarding to play Z-G in a group or league, although
two-player duels are still fast and fun. Having a community of players
and card-traders is always good for a CCG, but a system as dense
with weirdness as Z-G is best entered using the buddy system. Also,
role-playing gets more fun the more people you get to perform for.
See, here's the thing: in Z-G, unlike most miniatures games out
there today, each player controls one actor with a lot of little
tricks, rather than a squad of many actors. This makes Z-G a bit
like a hack-and-slash role-playing game, even from a rules perspective.
The folks at Atomoton have picked up on this and, as a throwaway
line in a list of possible rules experiments, have more or less
explained how to make such an RPG happen. In fact, hell, I'll explain
it right now: a zMarshal with a big store of cards and a head for
planning could easily construct a series of cooperative scenarios
for a group of players, control some NPCs, and turn Z-G into every
bit as much of a "real" RPG as the average dungeon crawl,
or, say, every game of Rune ever played.
To sum up: when you really sit down and think about it (as I now
have, at long last), Z-G is a remarkable achievement. It is a fairly
well balanced and rich game that manages not only to survive the
natural distractions that will tend to befall a bunch of gamers
with action figures in their hands, but to turn them to its advantage.
Z-G is a big enough world, speaking in terms of rules, that it's
difficult to say for certain that things aren't skewed, random,
broken or bent. But ultimately, a game has to be fun and has to
capture the imagination, and Z-G does so. So maybe it is
coasting on the fun factor, but if future card expansions and figure
add-ons are as careful and imaginative as this first set (and Atomoton
brings the aesthetic all the way in line with the game's real, older
target audience), I bet it'll be a nice, long ride.