Dead CCGs – Ultimate Combat!

By dead CCG, I mean one that doesn’t see any new cards printed.

What is it?

Released in 1995, Ultimate Combat! was a shameless mechanical ripoff of Magic: The Gathering. The theme was wild martial arts with a core of real world martial arts. Intentional humor is obvious with cards like Bad Sushi and Body Odor.

What was wrong with it?

Most of the art (all of the technique that I can recall) was of real people.  Little of the rest of the art was appealing.  UC! came out about the same time as Shadowfist, which also had a wild martial arts theme (among others).  The two games were often confused even though they are completely different mechanically and have significant differences thematically.

But, the biggest problem was being a Magic clone without a hook that could compete with Magic.  If it survived longer, it would have fallen under Magic’s patent.  Nevermind that the designers couldn’t think of what else to design after the first expansion.  Should have asked me.

So, what was it good for?

I have tremendous respect for Magic.  I realize it’s human nature, but all of the haters who are playing some other CCG should realize that Magic is why other CCGs exist.  I have even more respect for Magic’s management, design, and development.  I have only one major problem with Magic – I don’t enjoy playing it.

Ultimate Combat! is missing many of the good things about Magic – great art, clever mechanics, variety.  Where UC! wins is that it’s fun to play.  Sure, I’ve had good games of Magic – I figure about 20% of the time.  And, I’ve had bad games of UC! – harder to get a sense of a number.  But, my sense is that more than half of my games of UC! were fun.  That may sound like a low number, but actually, that’s quite high with CCGs in my experience.  I estimate that a typical CCG one enjoys has about a one-third fun to two-thirds not fun rate for games. 

People who think the number is higher, in my view, are just forgetting the many, many bad games they play.  That bad games are more likely to get ended prematurely certainly has a factor in that.  To throw other “who knows?” numbers out there, I’ve explained the difference in playing Magic to UC! as:  in Magic, if I’m losing, I’ll end up conceding 90% of the time; in UC!, if I’m losing, I’ll end up conceding 10% of the time.

Given that UC! rips off most of its mechanics from Magic – I tell people that UC! is 75% Magic – how does UC! end up being more fun?  The core interaction in Magic is creature combat.  The core interaction in UC! is using techniques to attack and block with.  In Magic, creatures are permanents, may have wildly differing abilities, and creature removal is rampant.  In UC!, techniques are one shot, didn’t do anything special until the expansion, and technique removal is scarce. 

It’s very easy for Magic to get away from its core mechanic in constructed play.  Combo decks are common.  Creatureless decks are easy and sometimes highly effective.  Creature combat is rare in constructed play.  UC! has a harder time getting away from the basics of bashing people with technique.  There are so many more angles of attack in Magic, that it’s not difficult to have poor interaction.  Rarely in UC!, do I find poor interaction.  For all that technique are usually just an attack number and a defense number, it’s very important to know how to play and use technique.

In Magic, single cards and card combos are often heinously powerful.  UC! has powercards.  Shake Up can devastate a board.  Mental Domination existed long before Magic’s Mindslaver and Mental Dom is far more brutal in certain ways.  But, as an example, in Magic, if you can get one card to stick, say an early Hypnotic Specter, you can ride that to victory.  In UC!, there are very swingy cards but there’s little of the inevitability that one feels in Magic, whether because one card can’t be dealt with or because some combo locks you out of the game.

Both games have similar issues with resources.  In Magic, it’s called lands/mana, in UC!, it’s called foundation/power, but they work the same – even more so now that Magic is eliminating mana burn.  Mana screw is a huge feature to Magic.  It’s not all bad for reasons that would take too long to explain in this post, but it’s the number one complaint heard.  Power screw exists in UC!, too.  But, where Magic has no built in mechanism for getting a player out of mana screw once the game begins, UC! took Magic’s “lay one land a turn” rule and changed it to “play one foundation or discard any number of cards and draw that many cards” which enables someone to find foundation when needed but also has tremendous tactical importance later in games when you don’t need foundation or when you need a specific card.

It’s a good time to mention that Magic’s card drawing mechanic is one a turn where UC!’s is to refill the hand to 10 every turn (or draw 1 if at 10 or more).  I’m not bothered by the importance of card advantage in Magic.  I’m bothered by how often you can’t recover or have to play off the top of your deck in Magic where UC! has a good balance of what you do mattering while having strong recovery potential.  By the way, my problem with Shadowfist and similar games is that I don’t see where what you do matters a whole lot because removal and recovery is too easy.

War stories.

UC! is the first CCG I ever played.  Really.  I don’t think many people in the world can say that.  I was in a game convention volunteer phase of my life when I heard about a convention I had never been to before and decided to sign on as a volunteer.  I didn’t realize until later it was a CCG only convention, a type of gaming I avoided as it sounded faddish and too popular for the likes of me.  It didn’t take too long for me to break down and actually try a CCG, so I played in an UC! sealed deck tournament.

UC! plays just fine starter vs. starter.  Every limited event I ever played of it was just starter vs. starter.  I do so want to draft one of these days.

I learned several things.  I learned why CCGs are awesome.  I thought it was kind of weird when the judge went over to his buds and talked about how I did 19 damage in my (first) attack, leaving my opponent at 1.  I learned that strategy and tactics matter in good games … my opponent ended up winning that game.  I learned the addictive nature of CCGs when I went on to play in a constructed event with my virtually nonexistent collection and got annihilated by real decks but wanted to buy/play more anyway.

I could talk about my other CCG experiences at that con, but I think I’ll save those.

I went on to become a sanctioned UC! referee.  That’s not too exciting – somebody had to given that the game survived long enough to have an expansion.  It’s still the only CCG where I had to take an oral exam to be a judge.  I so wish that I had e-mails and documents from those days like I do with other CCGs as I can’t remotely remember the rules questions I asked and the answers I got.

The only tournament I ever won was sealed deck.  I had a strong defensive deck.  I was a much, much smarter player by then, so I knew how to play the deck properly.  My biggest scare was an opponent who had Speed X, a disgustingly powerful card in limited play.  How did I deal with one of the game’s equivalents to Fireball?  How did I deal with it when he got it back with another powercard? 

Banana Peel.  May not come as a shock that Banana Peel’s effect is to turn a Speed bonus into a penalty, so that +12 or whatever becomes a -12.  Also, conservative play.  I decked three opponents on my way to tournament victory.  I got three of the best prizes I’ve ever received for a CCG event:  pewter damage tracker that eventually broke; playmat which I still use; real black belt which I still have.

The biggest event I ever played was a San Jose one where the game company’s president was my first opponent.  He wrecked me.  My second game is one I often use as an example of what UC! is often like.  My deck was too slow.  I learned that in my first game.  My opponent came out and kept beating me down.  I had no recourse but to throw any technique I put out in front of his attacks.  I built up my power generation and put some power talismans into play, but it looked like I was toast before I could ever get an attack off.  I had to blow my Bear’s Jaw – one of the most sought after cards in the game – for hit points just to keep playing.  I finally got an attack off … and won.  My one and only attack was for 26 damage, even with a bit of defense, it did the necessary 20 to knock my opponent out.

There was the tournament that my father drove me to New Jersey (from Virginia) to play in.  I played a techniqueless deck designed to deck my opponents with Bad Sushi, Mental Domination, and support.  I had to dig deep to get my Mental Dom off before my opponent got his off and I ended up decking first.  I played another game with a more standard Adrenaline, Dragon’s Fire deck and crushed my opponent.  I traded for Amulet of Kwai Chang, the Speed counterpart to Dragon Fire’s Strength doubling ability.

I still have decks built.  In fact, they are decks I made pretty much after I stopped playing.  I tried running some events at local cons in recent years because I badly miss playing a two-player CCG.  I think the game is not as balanced as I used to think it was, but I still haven’t found a CCG as balanced.  Of course, given how unbalanced the popular two-player CCGs are, being balanced probably only hurts the game’s appeal.

I’ve been thinking about the game recently because the next local convention has the game’s top player running CCG events and we always talk about bringing cards.  I still have a ton of unopened product, including the much more important starters, that I can try to infect some people as a nonserious side activity.  It would be the giant pineapple in the sky if I played enough to rebuild my Earthquake deck or to find the next “Ax Kick” deck.

24 Responses to Dead CCGs – Ultimate Combat!

  1. Azel says:

    that actually sounded fun enough to play. ’tis a pity i’m still overseas. :)

  2. Kevin O'Hare says:

    Ian,

    Great write-up. I forgot that I too was a judge and I won my UC league that first year which garnered me my UC Black Belt Card. As I know the designers I too have lots of extra cards and unopened boxes. I was shipping booster cases for the cost of shipment a few years after UC stopped operations.

    Last year’s PacifiCon in Santa Clara had UC designer Dave Long in attendance and we got to play a few games of one on one and 3 handed. It was a blast as usual. My White Belt deck still has a punch to it…

  3. Chuck says:

    I was just searching the web to see what is still out there on UC! and came across your post.

    I have a HUGE collection from when I was living in California and was director of my Sensei’s karate dojo.

    We played all the time, had tournaments, etc. I ended up becoming friends with Dave Long and still keep in touch with him.

    I ended up buying up a bunch of cards (tons actually) and selling them at my dojo when I moved home.

    I also have all the other stuff like the Reaper Miniatures, Tatami Mats, etc.

    I am now selling the entire collection. I know you are not interested in buying me out but I thought you might like to view my website which lists everything I have on UC!

    Here’s the link:

    http://www.ultimatecombatccg.com/

    Always nice to see a fellow fan of the game.

  4. jemurr says:

    I remember seeing this game in stores. You should do a series on Dead CCGs. I played WCW’s (Wrestling) Nitro game. It was simple but fun. I also played the X-men game that came out when the first movie did. Didn’t like that one. Had a few other obscure ones that I never played, Looney Tunes, Tomb Raider, and Hercules (TV show) Ever play those?

  5. Anonymous says:

    Is there anybody out there with uc! Rules available? I found some booster packs, but I don’t know how to play.
    Thanx!

  6. QueenofGaymes says:

    Hey there!
    I’m working on a video about Ultimate Combat after coming across my dad’s old starter decks, and was looking for some history about the game when I came across your blog.

    This game has an almost invisible presence online but your blog talks a lot about the organised play scene which is super interesting! It’s impossible to gauge how popular the game was considering it only ever had 2 sets, but the way you talk about it seems like it was quite popular at cons back in the day, is that true?

    I guess if it only had 2 sets it couldn’t have been hugely popular :P But some starter decks made their way here to Australia so it couldn’t have been small and local either. I’d love some insight if you’re willing to talk about it.

    Thanks, Jessica.

    • iclee says:

      It was relatively popular in the Bay Area as Ultimate Games was located in San Jose. Outside of the Bay Area, figure tiny amount of players, though I vaguely recall seeing cards at store in Virginia. 1995 saw lots and lots of CCGs sell really well as people were into trying different games and weren’t so invested in a single CCG quite yet. By 1997, I don’t think there were any tournaments.

      • QueenofGaymes says:

        Thanks for the reply!
        This morning I found an archive of a Scrye magazine, and an article inside talks about the UC! World Championship. The article says the prizes were $10000 for 3rd, $15000 for 2nd, and $25000 + a card with the winner on it for 1st.

        The championship was set to take place in April 1996, did it happen, and if it did, did you attend? The game has already stopped production by that point due to financial issues, so I find it hard to believe they had 50k lying around for cash prizes. Though this article was written in May of 95, just after the first set released, so perhaps they thought the game would last longer than a year haha.

        Here’s the link if you’re interested btw:https://archive.org/details/ScryeMagazineIssue7-May_June_1995/page/n101/mode/2up?view=theater

        • Chuck says:

          Hello, I was a karate student and director of a dojo in San Jose California and we sold the game at our dojo there. I met with Dave Long several times and still have several memorabilia including sealed cards uncut sheets, and autographed cards from the game.

          If you would like to have a conversation about it let me know how to connect with you.

        • QueenofGaymes says:

          Hey Chuck, thanks for the response! I’d definitely be interested in seeing all of that stuff, though I don’t make enough money to take any of it off your hands, unfortunately! I just think it’s interesting how there’s such little information about this game anywhere despite it seemingly being pushed pretty hard back in the day.

        • iclee says:

          Interesting. That would have been published before I got into CCGs, as I started playing CCGs at ManaFest, which apparently was June 30th to July 3rd 1995. I don’t recall those prizes. I was in the Bay Area in early 1996 and there was the tournament when I played against Dave Long in the first round at a game store in San Jose then if I recall correctly. Maybe the prizes were better than I thought. I might be able to get in touch with Kevin O’Hare, who was much closer with the Ultimate Games folks.

        • QueenofGaymes says:

          Interesting, I wonder if the game just wasn’t as successful as they were hoping it’d be.
          I don’t wanna send you on a wild goose chase or anything! If you have the time and can be bothered to dig a bit further I’d appreciate it, but if you don’t then it’s fine really haha

        • iclee says:

          I’m dealing with some stuff at the moment. I’ll see if I can get in touch with Kevin if I don’t forget.

  7. iclee says:

    If you have questions, I’ll try to answer them.

  8. ChuckP says:

    Just a bit of fun info…

    Most of the people in the first set were actual martial artists. Dave Long was a judo guy. Maybe 5th degree black belt? I’m not sure. I met some of them and have autographed cards from many of the people on the cards.

    Dave and Mike were both on cards. I think Dave was on Brown Belt and Gold Belt Arm Lock, and later Coach Long in FA of China. Mike was on the chase card Manipulate Destiney from the China set.

    His daughter and son were also on the cards. She was on Gold Belt Mental Domination and Sean was Gold Belt Regression. I had a card signed by Sean when it first came out and he was around 5 years old or so. His signature was all cap letters and printed out all squiggly. It was very cute! Years later I met up with Dave and gave it back to him, telling him it probably was more significant to him than it was to me. We was very moved but the gesture.

    In the expansion pack most of the people were just anyone they could find. But my karate sensei was on Arrow Catcher because that is something he did in his earlier karate life. He was on several TV shows catching arrows including one in England, a PBS special and That’s Incredible with Fran Tarkenton as the host.

    Dave told me that UC was the first card set to come out with foil chase cards. Others had chase cards but theirs was the first foil ones. But they didn’t want to limit the cards to only those who found the chase card so they created the cards without foil as well.

    There was only 1 chase card in one pack of each box of 36 cards. They had 10 chase cards but you could only get Time Lapse if you won a sectioned tournament. Dave gave me some of them for tournaments we hosted at our dojo. I have an uncut sheet of chase cards.

    Actually, I have a few uncut sheets of cards still. As well as unopened boxes of Starter decks, booster packs and China boosters. I also have tons of open cards as well as at least 2 complete sets of cards in 3-ring binder card holders.

    They had membership cards that started as white belt and progressed up to black belt based on tournament activity. I’m sure I have my card someplace. They also had a special set of rules for young kids that made it easier for them to play the game.

    Well, I think that’s enough for now. Hope you enjoy the history lesson! :)

  9. Younggrasshopper says:

    Hello, over the past year I’ve been drawn into collecting these cards. I’ve got the first set and am missing 8 foils from the second. First of all, thank you for these posts. I’ve already learned a ton of info. Second, would any of you perhaps have any of the foil cards to trade or sell? Third, does anyone know if the cloak of Genghis Khan promo actually exists? Fourth, it really seems like it, but is the Coach Long card the Dave Long who made the card game? Sorry for all the questions. I’m a little late to the party and I see there are some experts here. Thanks for your time!

    • iclee says:

      I don’t know what I own. This is true for every CCG at this point as I have too many cards and don’t focus on one game enough.

      Don’t know about the promo. Yes, that’s Dave Long.

    • ChuckP says:

      Hello, hopper,

      I have met Dave several times. Yes, to all. :)

      I have a bunch of stuff I am willing to sell. I’d have to dig it out. Off the top of my head I know I have:

      * 2 complete sets of cards in card 3-ring binders.
      * Unopened China boxes of 36 packs per box
      * Uncut sheets of cards including at least one foil card sheet
      * lots of individual cards
      * At least one set of the promo deck
      * Time Lapse foil card that you could only get by winning a tournament.
      * a few other rare treats I am sure

      I seem to remember the Cloak of Genghis Khan was in the promo deck but I could be wrong. Anyway, it did exist and I am sure I have one with my other stuff.

      Yes, Coach Long is Dave Long. Dave is also on Arm Bar (I think) and maybe one other card. Mike (his partner is also on a card or two. Dave’s son and daughter are also on cards.

      Let’s talk – send me your contact info.

  10. Younggrasshopper says:

    Wow!!! Thank you so much. That all sounds incredible!

    You can reach me at prodigiouscollecting@gmail.com or if there is a different method of contact you prefer, please let me know.

    Thank you again! I’m excited!

Leave a reply to Kevin O'Hare Cancel reply