Off the Grid reviews Universal Fighting System
Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital.
Chun Li versus Seung Mina; Nightmare versus Morrigan; Akuma versus Tycho Brahe: Ultimate showdowns we're likely never to see outside of crudely-written fan-fiction and our own fevered dreamings. Luckily for us, Sabertooth Games has devised the Universal Fighting System, a collectible card game that allows players to mix and match licensed decks to create legendary one-on-one battles.
There's one problem, or maybe I should call it a caveat: UFS isn't going to be for everybody. Beyond the gorgeous illustrations, and clear appeal to video game fans, this is most definitely a gamer's game; cards are littered with special icons, point values, and ancillary functions that dwarf the relative simplicity of CCGs like Magic: The Gathering and Pokémon. Of course, the reward for this technical complexity is depth, with an incredibly strategic experience waiting to be unlocked by the hardiest of players. Not to deter you, but let this be a warning: A casual card game this is not.
Sabertooth packages UFS cards in several different configurations. Players can purchase starter character decks, battle packs consisting of two character decks, or booster packs of cards, all themed to different fighting game franchises, such as Soul Calibur III, Street Fighter, and Darkstalkers. Though the character decks make it easy to purchase and play, cards from different sets and series can be intermixed to create custom decks, making UFS fully playable as either a CCG or standalone card game.
However collected, UFS is always played with two players each having their own decks, capped off by character cards. The character cards define certain stats, such as the maximum number of cards in a player's hand, and the amount of health a player has at the start of a match.
The gameplay is turn-based, with players putting into play cards of several different types. Foundations represent training the character has had previously, Assets represent objects in battle or the environment around players, Actions are the physical maneuvers enacted during a battle, and Attacks are the basic kicks and punches. Any card making it successfully into play is dependent upon its "difficulty," as weighed against the randomized "control check" value. The more cards a player plays in one turn, the higher the difficulty for each subsequent card, although certain cards will also allow players to push higher-difficulty cards into play.
Though difficult to explain, this system tempers the pacing of the game, allowing more complicated turn structure later in play, while forcing earlier turns to remain moderately short and sweet. When attacking, values such as speed and range affect the opponent's ability to defend, and successful attacks build up momentum, which can in turn lead to more complex combos in later turns.
Of course, all this complexity comes at the sacrifice of basic usability. By far, UFS's biggest flaw is the convoluted nature of its rules and features. The instruction manual does little to alleviate the glut of special terms and cases, with each new glossary definition introducing at least two more vocab words to the mix. A simplified gameplay variant drops most of the heavy-handed features -- such as symbol-matching, enhancements, forms, and two of the game's four classes of cards -- but still manages to be worthy of head-scratching. Blame the rules, the unlabeled attributes on each card, or simply my own ineptitude, but don't expect to get this one right on the first, second, or maybe even third play-through.
Fighting-based card games are a great idea, and the franchise-mixing, customizable approach of Sabertooth's Universal Fighting System is nothing if not ambitious. If I haven't made it abundantly clear, my play experience with the game was not the most positive one, but I'd urge readers not to take my opinion as canon. After all, I am the guy who really dug the game about horses. Who'd trust what I have to say?
Final Verdict: If you're a fighting game fan, and bred off dice-rolling, stat-happy series like D&D and WarHammer, then you'll be right at home with Universal Fighting System. Those that love the button-mashing appeal of Soul Calibur, and are hoping for the card game equivalent, might want to demo this one at a local game or comic shop before investing.
UPDATE: Anyone interested in trying UFS can fill out this form to have two free demo decks sent to them. Thanks to Sabertooth for this special offer.
Scott Jon Siegel is a fledgling game designer, a professional blogger, and a mediocre cook. His words and games can be found at numberless, and he'll cry if they don't include Lizardman in Soul Calibur IV.
Chun Li versus Seung Mina; Nightmare versus Morrigan; Akuma versus Tycho Brahe: Ultimate showdowns we're likely never to see outside of crudely-written fan-fiction and our own fevered dreamings. Luckily for us, Sabertooth Games has devised the Universal Fighting System, a collectible card game that allows players to mix and match licensed decks to create legendary one-on-one battles.
There's one problem, or maybe I should call it a caveat: UFS isn't going to be for everybody. Beyond the gorgeous illustrations, and clear appeal to video game fans, this is most definitely a gamer's game; cards are littered with special icons, point values, and ancillary functions that dwarf the relative simplicity of CCGs like Magic: The Gathering and Pokémon. Of course, the reward for this technical complexity is depth, with an incredibly strategic experience waiting to be unlocked by the hardiest of players. Not to deter you, but let this be a warning: A casual card game this is not.
Sabertooth packages UFS cards in several different configurations. Players can purchase starter character decks, battle packs consisting of two character decks, or booster packs of cards, all themed to different fighting game franchises, such as Soul Calibur III, Street Fighter, and Darkstalkers. Though the character decks make it easy to purchase and play, cards from different sets and series can be intermixed to create custom decks, making UFS fully playable as either a CCG or standalone card game.
However collected, UFS is always played with two players each having their own decks, capped off by character cards. The character cards define certain stats, such as the maximum number of cards in a player's hand, and the amount of health a player has at the start of a match.The gameplay is turn-based, with players putting into play cards of several different types. Foundations represent training the character has had previously, Assets represent objects in battle or the environment around players, Actions are the physical maneuvers enacted during a battle, and Attacks are the basic kicks and punches. Any card making it successfully into play is dependent upon its "difficulty," as weighed against the randomized "control check" value. The more cards a player plays in one turn, the higher the difficulty for each subsequent card, although certain cards will also allow players to push higher-difficulty cards into play.
Though difficult to explain, this system tempers the pacing of the game, allowing more complicated turn structure later in play, while forcing earlier turns to remain moderately short and sweet. When attacking, values such as speed and range affect the opponent's ability to defend, and successful attacks build up momentum, which can in turn lead to more complex combos in later turns.
Of course, all this complexity comes at the sacrifice of basic usability. By far, UFS's biggest flaw is the convoluted nature of its rules and features. The instruction manual does little to alleviate the glut of special terms and cases, with each new glossary definition introducing at least two more vocab words to the mix. A simplified gameplay variant drops most of the heavy-handed features -- such as symbol-matching, enhancements, forms, and two of the game's four classes of cards -- but still manages to be worthy of head-scratching. Blame the rules, the unlabeled attributes on each card, or simply my own ineptitude, but don't expect to get this one right on the first, second, or maybe even third play-through.Fighting-based card games are a great idea, and the franchise-mixing, customizable approach of Sabertooth's Universal Fighting System is nothing if not ambitious. If I haven't made it abundantly clear, my play experience with the game was not the most positive one, but I'd urge readers not to take my opinion as canon. After all, I am the guy who really dug the game about horses. Who'd trust what I have to say?
Final Verdict: If you're a fighting game fan, and bred off dice-rolling, stat-happy series like D&D and WarHammer, then you'll be right at home with Universal Fighting System. Those that love the button-mashing appeal of Soul Calibur, and are hoping for the card game equivalent, might want to demo this one at a local game or comic shop before investing.
UPDATE: Anyone interested in trying UFS can fill out this form to have two free demo decks sent to them. Thanks to Sabertooth for this special offer.
Scott Jon Siegel is a fledgling game designer, a professional blogger, and a mediocre cook. His words and games can be found at numberless, and he'll cry if they don't include Lizardman in Soul Calibur IV.












Reader Comments (Page 1 of 1)
Dustin @ Jan 31st 2008 6:42PM
I was checking this out at the local comic book store last week... The cards are definitely good-looking, but wow... I get lost in the complexity just thinking about it.
Mr_Awesome @ Jan 31st 2008 6:48PM
You should do a review of the VS System card game. Based on Marvel and DC comic book characters, and boasting a $100,000 National tournament, its the most polished, and most beloved (by its fans) game on the market.
mrhomiec @ Jan 31st 2008 6:54PM
this game is definitely fun. although i do agree you can't learn to play with the included brochure with the starter decks. someone has to teach you the game.
one thing that's really awesome is winning high-level tournaments. you get turned into a character card legal for tournaments.
DangerMouse @ Jan 31st 2008 7:44PM
25-Hit Hadoken Combo!
Checkmate!
Frank Thompson @ Jan 31st 2008 7:44PM
Did they just say Magic was simplistic and then compare it to Pokemon? I stopped playing magic years ago after every new release the tourneys got flipped upside down and new rules kept appearing.
bobartig @ Feb 1st 2008 12:25AM
That's what I was thinking, too. I've read the official rules. I've judged magic tournaments. The rules don't actually change that much with new sets, usually just a few keyworded mechanics. But things can get really hairy when you have some state based effects, some triggered abilities, with some recursive replacement effects firing off at once, along with some stack manipulation.
Scott Jon Siegel @ Feb 1st 2008 3:16AM
Magic isn't a *simple* game by any stretch, but the game's complexity comes from the cards themselves, and how they modify the game's basic rules.
In other words, Magic is a game of layered rules, with a basic set of rules when you begin, that become more complicated as more cards are introduced. Obviously the basic rules of Magic have changed somewhat over the last 10 years, but the concept remains the same. This is why Magic is still a fairly approachable game.
Plus, WoTC are VERY careful to make sure new players aren't scared away by the game's apparent complexity. Starter decks take their time explaining everything in the rules, and the website offers tutorials that really try their best to explain how the game works.
Zegim @ Feb 1st 2008 4:26AM
That's the reason I love Magic. It gets as complex as the players involved are willing to make it.
And this card game doesn't sound too complex. For what's written in the article, you lay down resources, you spend them in permanent changes to the board, and then you use it do deal damage.
Add stats to make it a rock/paper/scissor game with not equal payout for each choice (as it's mandatory in games to make the appealing) and there you go.
Wanna try it sometime.
nemesiscw2 @ Jan 31st 2008 8:03PM
My friends and I competitively played this about a year ago but then soon stopped due to a lack of interest from other people in the Seattle area. basically we were the only ones playing it after 6 months or so.
This game is ndeed different from most games out there. Unlike most card games, card conversation isn't a big issue because you draw to your maximum hand size on the start of your turn, the only trade off is that you need cards to block your opponent's attack. But due to the state of the game when I stopped, that wasn't a problem mainly because top tiered deck would find a way to get rid of the cards in your hand before they attacked or they would make the attacks almost impossible to block or make it unblockable.
This game is a very fast paced game. More often than not, games usually take only 1-4 turns. Yes, there are deck that can kill you on turn one.
My friends and I would really LOVE to start playing this game again, but there's not enough interest where I'm at right now.
impact24 @ Jan 31st 2008 10:02PM
Thanks nemesis, you answered most of the questions I had in mind. I'd like to get into this...but I'm wary of investing on CCGs that may not last that long, lack of long-term competition.
This is probably an exception though since I'm quite fond of the art from what I see so far. My disappointment is seeing how they make cards like say, Morrigan, an "exclusive" card that I could only have gotten last October. This just deters people like me who'd like to start getting in to the game.
NemesisCW @ Jan 31st 2008 11:44PM
Ah, dont' worry about the "Exclusive" cards. They can be easily obtained through online stores or easily tradable.
All the exclusive promos back then were easily obtained except for a select few. Penny Arcade asset, Foil Tycho and Gabe were only obtained when the game first started out and are easily the most expensive cards out there. In fact, the only way you could get the Penny Arcade assets was to attend the grand pre-release that was held in Seattle and you could grab as many as you wanted. I only wish I had grabbed more. ._. They go for about $40 each.
But yeah, after people complained about the PA assets, Sabertooth Games made sure that they didn't release promos with so few copies, like the PA asset. So it's easy to get promos now.
But yeah, go ahead and browse their forums. People will be glad that you expres interest in the game.
Xeres @ Feb 1st 2008 3:10AM
I used to demo and support UFS at my local card shop as part of Sabertooth Games tournament system. Mind you, this is back with the original two sets and expansions, and quite a bit happened since then.
My main beef was a fatal flaw with card balance, namely Cassandra. Think of it this way... Imagine a card that could, for no cost, negate the playing of mana by discarding a mana card... And then, on their turn, they draw to their max hand size.
Yeah. They didn't address it in the first ban list, and even though I spent so much time on my Sagat deck, constant retcons, banlists and new OTKs made the game less than fun.
Maybe it's better now, but I've moved on to other CCGs.
FOXHOUND @ Feb 1st 2008 7:40AM
BLUE EYES, WHITE DRAGON... er, I mean I'm placing Terry Bogard in defense mode. :x
McWeen @ Feb 1st 2008 8:37AM
Oddly I picked up the signed up for the free demo cards before Saber tooth launched the actual game but never played it. Then one day I was at my local comic shop and saw the Penny-Arcade deck and bought it just because it was Penny Arcade stuff at an actual store...I've still never played though :(
Metacore @ Feb 1st 2008 11:13PM
"Chun Li versus Seung Mina; Nightmare versus Morrigan; Akuma versus Tycho Brahe: Ultimate showdowns we're likely never to see outside of crudely-written fan-fiction and our own fevered dreamings."
And M.U.G.E.N!!! How can you forget Mugen?!
Here's a link...
http://en.wikipedia.org/wiki/M.U.G.E.N
hvnlysoldr @ Feb 2nd 2008 3:31PM
Thanks Joystiq for the free cards. I mean introducing me to a fascinating game.