I’ve been playing a little bit of this in the closed beta, and I have some impressions.
First, they weren’t kidding when they said matches were short. A long match where both players time out every round would take about four minutes. But even in such short matches, you’re making a lot of Interesting Decisions based on what’s in your hand, what cards are on the board, and what locations have been revealed.
Decks are small, and the cards are relatively free of RNG. The locations are another matter - there are a lot, and the effects range from uniformly positive (all cards cost 1 less), to generally positive (certain card types gain 1 power), to generally negative (certain costs of cards can’t be played here), to uniformly negative (all cards here lose 1 power), to outright wacky (draw from your opponent’s deck for the rest of the game). There are always three each game, revealed one at a time over the first three turns. So you rarely get completely screwed by them, and they always make you adjust your gameplan (and your understanding of your opponent’s gameplan) on the fly.
There is no traditional ladder, and this is something that vexes me a little bit, mostly because I’ve never played a ranked system like it. Over the course of a normal game, there’s 1 “cube” at stake. A cube is like a ladder point or a rank, in that when you get ten cubes, your rank goes up. Win the match, gain one cube; lose the match, lose one cube. The wrinkle is that at any point during your six-round match, you can “snap”, which is like a wager that increases the number of cubes at stake. When you snap, your opponent can either snap back (or do nothing), raising the stakes, or they can retreat from the match, in which case they only lose (and you only gain) the number of cubes currently at stake. If both players retreat for some reason, no cubes are lost or gained. It’s a novel way of handling progression and ranking, and it opens up another layer of poker-esque bluffing and counter-bluffing.
Your player level (not your rank) is determined by “collection levels”, and this is how you get new cards. It’s true that there’s (sort of) no way to buy cards. After each match, you get a number of boosters for a random card in your deck, based on how long the match went. When you hit certain thresholds, you can pay credits (in-game earned currency) and boosters to upgrade a card. This doesn’t change the card’s function, just its look. But upgrading it gives you collection points based on how much it’s been upgraded. Collection points give you collection levels, and collection levels alternate between awarding you various currencies and awarding you a random new card. This is both a blessing and a curse because you truly do earn cards through playing, but there’s no way to target cards you want. You’re at the mercy of the RNG.
The bottleneck quickly becomes credits. You can get a few hundred in a day from daily quests. But as your cards get upgraded more, those costs go up as well. Naturally, you can buy credits with money, but you can only earn the boosters by playing. You cannot whale your way to a large collection without also playing a lot.
With CCGs, my tendency is to think about them from a competitive standpoint - what makes a good deck, how to mitigate randomness, how to play it competitively - and I think this game kind of rebuts that a bit over all its systems. They don’t seem interested in making an esport as much as making a fun game, and that’s fine with me.