Summary
FreeRealms is a card game published by Topps in 2009. It is a physical version of a virtual card game in the kids' MMORPG FreeRealms (much like the Clone Wars Adventures TCG, also by Topps).
The game was distributed in starter decks and 10-card booster packs.
Card Types
- Creature - Cards representing player characters or creatures (such as goblins) in the game. Each has a coin cost, attack, defense, and some effects. Every card in the game also has "gems" which are used for a semi-random combat boost mechanic.
- Trick - Cards representing unexpected happenings. These play during combat to change things up. Each has a star cost and some effects. They also have gems.
- Resource - Cards representing experiences or objects you can draw on. These provide coins to play other cards. Each also has an effect, and gems.
Sets and Decks
The game only had one physical set released, although the virtual version in the MMORPG seems to have five sets (named Series 1 through Series 5). The one physical version had starter decks.
Worth noting: Much like the Clone Wars Adventures TCG, every starter deck and booster pack included loot cards that provided virtual items in the game.
Deck Composition and Contents
Starter Decks
Decks: All Same
Players: One
Size: Full Legal Deck
Rarities: Common, Uncommon, Starter
Rulebook: Included*
Playmat: Included
Other Items: Loot Card
The starter deck includes a 40 card deck (which is a full, legal deck). Starter deck contents were fixed, and the boxes indicated which deck you would get. The decks themselves are a mix of common, uncommon, and starter-only rarity cards.
* A playmat is included, which has rules printed on the back (as well as a guide to playing on the front). A separate rulebook is not included. The box also comes with a loot card that provides a free month subscription to the MMORPG, and some other virtual loot.
Deck Rarity Analysis
Great. The starters have no rares.
Alan's Thoughts On The Game
This game strikes me as a cross between .hack//ENEMY and Warcraft, which are my two favorite TCGs. The resource mechanic here is pretty much identical to WoW quests: Any card can be used as a resource (to generate coins), but resource cards can be "completed" by spending coins for effects.
The gem mechanic is like .hack's destiny, except there are four different gem types, which can trigger abilities in addition to simply adding to combat strength. It's a nice touch, and an interesting space to play around in.
The game itself requires you to play creatures in one of three columns, which makes sense from the standpoint of slightly simplifying decisions during combat, but it also adds a bit of "do I play defensively or offensively" which reminds me of SolForge (in a good way).
Overall, I like this game. It's got a surprising amount of depth.
One minor issue: The rules need more images and descriptions of the cards. They talk about "creatures and actions", "tricks", and "resources", but don't give an obvious way of indicating which card is which type. (I thought for a while the an action was a card type.) This is probably more obvious in the MMORPG, since each card type is only playable at a specific phase during a turn, but it's not great for physical rules. I'd also appreciate a rulebook, rather than having to use the huge playmat.
Resources
- Starter Deck Card Lists (AlanvDotOrg Randomjunk)
Publisher: Topps