Millennium Blades is a CCG simulator: a game in which you play as a group of friends who play the fictional CCG Millennium Blades. In this game, you will build decks, play the meta, acquire valuable collections, crack open random boosters, and compete in tournaments for prizes and fame. The game takes you from Starter Deck to Regionals in about two to three hours.
Millennium Blades was hugely popular upon its first release and sold out quickly. However, the reprint is coming very soon. This wave is also very limited, so secure yours by pre-ordering with your PHD Account Manager immediately!
Item Code: L99MB001
Item Code: L99MB002
One of the biggest draws of Millennium Blades is its replayability. During setup, you’ll choose your unique character with both a deck-building power and a tournament power. You’ll select one of the several unique starter decks. Perhaps most importantly, the store deck you’ll share with all the players will be set up to contain some combination of the dozens of available card pods called “expansions.” Whether you built your store deck randomly or meticulously, there will be plenty of expansion and promo pods left out for you to try out next game.
Millennium Blades takes place over three rounds, each of which consists of a deck-building phase and a tournament phase. In your first game, you might skip the first deck-building phase and go straight to the first tournament as a “prerelease” round with your starter decks.
During deck-building, cards from the store deck are dealt face-down as “booster packs” into a shared buying area. The card backs depict different expansion sets, so you can always tell what set a card is from. In addition, the different sets have different costs and indicators of the types (soldier, mage, etc.) and elements (fire, air, etc.) that exist within that set. With a twenty-minute timer set, players engage in real time as they spend their money to buy these single-card “packs” and flip them over to discover the “contents.” Once “opened,” the revealed card may have a different value than the “pack” it came from (e.g. the cost of the front face of the card may be different from the cost on the back). This means the card can be sold back (or traded to another player) at a different value than it was bought for.
At the beginning, and again during the middle, of the deck-building phase, the first and then second metagame card will be revealed. These cards offer incentives to the players to include in their decks cards with certain types and elements. When the timer runs out, players will need to have their decks ready for the tournament phase. In addition, players can prepare “collections.” You can lock in one collection each deck-building phase, with each collection being a group of cards with different values but that all share either one type or one element. Points gained from scoring collections rival those earned in tournaments, so it’s very valuable to focus on assembling one even as you’re trying to build your deck. Once a collection is scored, those cards are returned to the game box.
During the tournament phase, players leave the rest of their cards behind and bring nothing but their eight-card decks, their deck boxes, and their accessories. You can play one deck box card and two accessory cards, which can all be found in “booster packs.” The eight-card deck will effectively be your hand during the tournament phase, and players take turns playing one card at a time into their tableaus. Cards can have different abilities when they’re played, when they’re activated, when they’re flipped, as long as they’re “on top,” during scoring, or that serve as reactions to other players’ actions. When a card is activated for an Action ability, it’s flipped face down, and many abilities will flip other cards (yours or your opponents’) as well. Once a card is flipped, it’ll stay that way unless something specifically says to “flip face-up.” “Top” abilities apply as long as they’re “on top,” which means it’s either your most recently played card or all the more recent cards have been flipped.
Clashing is also common, which means all clashing players (two or more) will draw a card from the store deck (which is, by default, not used in the tournament phase) and add that card’s value to the value of the player’s top card. The player with the highest value is the winner, and the clash-triggering card’s effect will instruct players regarding the result of the clash. The cards revealed from the store are added to the aftermarket area, making them available for purchase in the next deck-building phase.
The main goal of the tournament phase is to earn rank points, indicated by a blue icon on the cards. In general, a good score to receive from an individual card is 20 rank points, and players can score around 40 from their deck boxes as well. A player’s points will often end up in the range of 100 to 200, though of course the later rounds have higher scores as players assemble better and better decks. Many cards’ effects will have players jumping through hoops to try to get them to trigger, so synergy is very important, and keying in on opponents’ synergies and denying them through flip effects can be important as well.
The tournament phase ends after players have all filled their six-slot tableaus. Since you started with an eight-card deck, you’ll generally have two cards left, unused, in your hand, but the extra cards mean you always have options and can stay agile throughout the tournament. Victory points are distributed based on who earned the most rank points, with later tournaments being more valuable than earlier ones.
After three rounds, whoever has the most victory points is the winner! Millennium Blades, in addition to being intrinsically replayable due to the vast number of cards and combinations, includes several gameplay variants, including a way to resolve the deck-building phase without a timer, a draft mode for supplementing players’ cards, venue cards that can wildly change the tournament phase (want to duel atop a soaring airplane?), and more.
The Set Rotation expansion includes a dozen new expansions, six new starter decks, four new characters, nine new promo sets, and four co-op mode decks for a whole new style of play. In cooperative mode, players work together to try to defeat the Druid Kings (who inherited the secrets of developing trading card games millennia ago), the Eldritch Entertainment Group (a horrific secretive cabal splintered from the Druid Kings), the aliens who “Game from Outer Space,” or the TCG Illuminati (who don’t follow the Magna Carda contract and wield ancient, unbalanced cards to take over the world).
The Set Rotation is coming very soon, so be sure to place your pre-order today!