Gameplay
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NB_CuldceptSaga's Blog - Culdcept Saga
... welcome back to our blog - I'm Kohei Takeshige, the producer for Culdcept SAGA. ... For this entry, I'd like to discuss the music and art of Culdcept SAGA. ...blogs.ign.com/NB_CuldceptSaga/Culdcept Saga Review from 1UP.com
From a complete Review of Culdcept Saga , check out this page ... Check out tons of videos, impressions, and a 13 part blog series. Culdcept Saga (Xbox 360) ...www.1up.com/do/reviewPage?cId=3165875Article Detail - PS3 News, Wii News, Xbox 360 News, PSP News and more!
Culdcept Saga dev blog entry: on creating the 'perfect book' strategy ... have outlined the Book Creation Overview for players to review on their IGN blog. ...www.qj.net/Culdcept-Saga-dev-blog-entry-on-creating-the-perf...Culdcept DS for Nintendo DS from 1UP
1UP is the best Culdcept DS for Nintendo DS resource, with ... Check out tons of videos, impressions, and a 13 part blog series. Culdcept DS (Nintendo DS) ...www.1up.com/do/gameOverview?cId=3164061IGN: Culdcept
IGN is the ultimate Culdcept resource for trailers, screenshots, cheats, ... My Blog. My Reader Reviews. My FAQs. Send a Private Message. Edit Friends List ...ps2.ign.com/objects/017/017155.htmlGameplay
In Culdcept, the player takes on the role of a Cepter. Cepters are beings that have the ability to use magical cards to summon creatures, cast spells, and perform various other feats of wizardry. As players advance through the game, they earn additional cards that they can use to create customised "books" (decks of 50 cards) with which to better defeat their foes.
Although the game is relatively intricate, it slowly nurtures the player through basic game concepts. By acting as an arbiter and automatically enforcing the rules, game complexity is kept to manageable levels. After enough sessions, players should be able to figure out various strategies and be able to effectively practice deck optimization techniques.
Modes
There are two modes of play:
In Story mode, players play through the minimal plot of the game, eventually unlocking new game boards and earning certain cards that are only available through story mode play. Once story mode is completed, the remaining challenge posed to the player is to collect various "medals" by meeting some easy and some more obscure gaming conditions through a combination of luck and deck design. The "medal" system is a means to encourage players to construct some unusual decks, win some unique cards, and open up new optional boards.
In Versus mode, players can play other humans or a mixture of human and computer players. This mode is hampered somewhat by the fact that all human players must play on the same console, and hence can see each other's hands. While players can trade cards, this mechanic is limited to prevent exploitation, in that players can only receive a single copy of a card which they haven't already earned through gameplay. Additionally, moving data between memory cards can only be done from within the game, and only one copy of a saved character and associated constructed decks can exist at any given time (to prevent data cloning).
Mechanics
Gameplay resembles Monopoly in that players roll a die (or two dice with certain spells) to move around on a game board. However, instead of buying the property and putting houses and hotels on it, players instead summon a creature to defend the property with cards -- the Magic: The Gathering aspect of the game. If an opponent lands on a property that one owns, the opponent either pays a toll, or can choose to attack the defending creature with one of their own in order to attempt to take over the property. Unlike Monopoly, this can result in one losing a piece of land after considerable investment.
There are four property colors that represent different terrain types, e.g. green = forest. The more a player invests in the property to "level it up" (ala adding houses or a hotel in Monopoly), the more the terrain flourishes (e.g. forests become more dense with trees). This then provides additional defense to creatures of the matching color type, and exacts a higher toll on opponents landing there. And as a player collects more lands of the same color (creating "chains") the tolls, as well of the land values, increase.


























