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Chat with Call of Duty card game creator Ben Cichoski

While there were a number of video games available at New York Comic Con, one game stood out as the most fun thing we played at the show floor. It was a Call of Duty game, yes -- but it wasn't a video game. The Call of Duty card game is a nice surprise, especially for someone that's grown tired of the repetitive (and expensive!) CCG market.

You can read Stephen Totilo's excellent write-up at MTV Multiplayer to understand how the game is played -- but needless to say, this is an easy game to pick up and understand. It's a bit daunting at first, especially with its radically different design. The "real time" card engine forced players to be quick of mind, as a constant barrage of attacks can overwhelm the opponent, and lead to victory. Players can continue drawing and using cards until one of two cards is played: Pause and Nightfall. Pause cards will simply don players a special power, such as laying a mine, or throwing a grenade. However, Nightfall is where all your actions are tallied up, and casualties can accumulate.

In order to recreate the chaotic feel of the Call of Duty games, the card game is designed to make players throw down as many cards down as possible. However, no card takes effect until Nightfall. For example, I may have a soldier at risk of dying, as a Fire card is thrown on him. However, if I get a Move card, I can move him out of the way. If by Nightfall, the soldier is clear of any fatal cards, he'll survive for the next bout. It's a fascinating concept that forces very quick, strategic use of each card.

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