The LCGs usually require separate card pools. The core sets will give you everything to set up a single two player game (at least the ones I've played (GoT, SW & WHI)). But, the games encourage building up a personal collection, the way CCGs do, to build your decks with.Vivi22 said:I'm not sure how you can say the definitions of the two game types mean squat to me when you never elaborated on how a LCG differs from a deck building game until just now, and Fantasy Flight Games own website has a page defining a LCG and none of it ever mentions anything other than the business model of selling a complete core game and monthly expansions. Exactly the thing that High Command does as well.ccggenius12 said:OK, if the definitions of the two game types mean squat to you, then how about this, Games Workshop did it first. Warhammer: Invasion started production in '09. High Command only started production last year.
I would like to note that there IS a difference between Deck Building Game and LCG business models. With a deckbuilding game, only one person needs to own everything for a game group to have a complete experience, it plays like a boardgame. An LCG is like Magic: the Gathering, everyone who wants to play needs their own stuff. One of those business models seems far more profitable to me, I'll leave it to you to figure out which one I mean.
Never mind that the same page mentions that the core game they sell in their LCG model contains everything you need for two players to have a complete experience. I'm not sure how that jives with your statement that everyone who wants to play needs their own stuff, but it seems to directly contradict one of your main points. Point being though, for someone getting so uppity over my understanding of the definitions, you haven't done a very good job of explaining how they differ. At all.
That said, they are way less costly than CCG releases, but Deck Building games are even cheaper, as I said above, they're built around the core box being a complete game for everyone involved, and customization is something that happens as part of the game, not before the game begins.
A game like Warhammer: Invasion or Game of Thrones assumes each player has their own card pool to build from. You can share, and build the decks on the spot, but you could also just prebuild your deck, and play against someone who'd prebuilt their deck, from their own collection.
EDIT:
For reference, Warhammer: Invasion is a lot like Magic. You pick a faction (Empire, Dwarf, High Elf, Orc, Chaos, or Dark Elf), and then build a 50 card deck. You then take that deck and face off against an opponent. You draw and play cards, and your goal is to burn two sections of his capital (which requires dealing ~ 8 damage to that section). I'm simplifying, but that's the idea.
Dominion (The only deck builder I have a frame of reference for), starts you off with a small preselected deck of resources, and sets out cards in specific stacks of ten. You draw your hand, and use the resource cards to buy cards from those stacks to enlarge your deck, or buy cards that represent victory points. The actual stacks are a shared resource between the players, but there's no "collection of cards to draw on", the way there are for LCGs and CCGs.
The difference between LCGs and CCGs is just distribution. CCGs (like Magic) use a random distribution method... which you probably already know, but... just in case. LCGs are non-random. Meaning, each copy of the Core Conquest box will have a complete set of the cards for the game (before expansions). (The Core sets aren't complete playsets, and there is a reason to get additional cores, but it's not to chase after some missing card, it's for getting redundant copies to even out your decks.)