In August 1993, Wizards of the Coast would set the gaming world on its
ear with the debut of Magic: The Gathering, ushering in a totally knew form
of gaming: the collectible card game.
Many designers and companies have attempted to profit on the frontier
of CCGs. A few have managed to endure and become major names. Some have settled
into niche followings... while others have failed with amusing and
disastrous results. Elephant Graveyard gives tribute to the lesser known card
games that have populated your hobby stores shelves over the years...
Ani-Mayhem (1996)
In the early days of anime fandom, Pioneer launched a CCG otaku
were itching for: A crossover adventure featuring a
multitude of characters from the most popular shows of the time.
The core set was composed of Bubblegum Crisis, Ranma 1/2, Tenchi Muyo
and El Hazard, and would be later joined by Armitage III, Project A-Ko,
Dominion Tank Police, and Phantom Quest. Even Dragonball Z would make its
first foray into the CCG World as an Ani-Mayhem expansion.
THE GOOD
If you wanted a game where you could crossover your favorite anime
but couldn't get in on a roleplaying game. This is it! Want Washu wearing
a hardsuit from Bubblegum Crisis, you can do it here. Want to see Ranma
vs Kagato. You can see it happen here! Oh, and in the meantime you can
also search for artifacts to win the game. Beyond the rabid fanboy appeal,
though, problems begin to arise...
The game ran off a "scavenger hunt" kind of mechanic similiar to the
Star Trek CCG, where you group of characters had to search locations with
the right skills and overcome Disasters in order to get a set number of
artifacts & win the game.
THE BAD
There's just not that much interactivity in Ani-Mayhem at all.
You go through your turn, move your people around, and face disasters.
If you *want* you can venture into your opponent's locations or fight
his characters, but there's no in-game motivation to do so. It's
like a pair of solitaire games that happen to be happening side by
side. The major interactivity comes from Charm Combat between
various characters.
...Except that its never fully detailed how Charm Combat's resolved
or the effects it has. It might knock people out of combat. Or it might
steal artifacts. Or it could do neither. Or both. Charm Combat was the
most useless or most broken aspect of the game, depending on which
set of house rules you were playing under.
THE UGLY
Ani-Mayhem's rules would ultimately be revised and refined to
the point of being complete and playable, just in time for the major
launch of the games first "stand-alone" expansion: Dragonball Z
An expansion that broke the game wide, wide open.
Now the characters from the classic sets had to deal with large
and nasty disasters like Freeza and Vegeta that no character was
equipped to fight against... except, of course, the new Saiyan heroes
introduced in the set, whose base stats and abilities trumped any other
characters have had before. Even the non-combative DBZ characters had
the edge: Why use a party of Nabiki, Washu, and Nene when Bulma has all
the skills of all of them combined.
And this was before anyone went Super Saiyan...
CAN IT BE SAVED!?...
Quite easily, I think. The anime market is still around, and has
grown tremendously since the long lost days of the mid-90s :P. The
big trick, however, is the various licenses. Shuffle the
properties around to something to map to current otaku tastes...
but no Dragonball, please. Granted, an official revival is out
of the question, due to the varying levels of copyright issues.
Still... there's more than enough room for improvement for some
goofy crossover fun.
Ani-Mayhem's just one of the many CCG casualties you can find collecting
dust at your local comic shop, or wandering on eBay looking for a home.
So consider parting with a few dollars and try something new, they're
usually pretty cheap, and you might be surprised and enjoy it!
SUPER FUJISAWA JUMP!
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