
- BGG rating
- 9.0
Ophidian 2350 CCG: Rise of Champions
- 2 players
- 30 min
- 2004

2003
Rules assistance for Ophidian 2350 CCG
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
Ophidian 2350 CCG is a board game released in 2003 for 2 players, 30 minutes per game, and ages 8 and up. It was designed by Carl Van Ostrand, Jason Robinette, Shaun Maher, Gregg Schwartz, Raffi Tasci, and Ed Lasso and its main mechanics are Hand Management, Player Elimination, and Simulation.
The world of Ophidian 2350 is centered around gladiatorial combat. These gladiators are aliens, bio-enhanced humans, mystics, and all sorts of otherworldly beings. Theme aside, this CCG, originally released at Gen Con 2003, has some unusual new mechanics that separate it from the pack. First, Players use "credits" to supply their gladiators with equipment and minions (support characters). Ophidian 2350 has a mechanic called "The Flow". Each card has a "+" or "-" on it. Play a positively charged card, and you can keep playing cards. Play a negatively charged card and your turn ends and your opponent can start playing their cards. Basically, it helps provide a little "momentum" incentive, and adds strategy. Creating combos that allow you to keep The Flow while you prepare for a killer blow, while making sure that the crowd is entertained... that's the key to victory! If you don't entertain the crowd, your opponent can use their own popularity with the crowd to turn The Flow against you... so show off and impress that crowd!
Ophidian 2350 CCG supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Ophidian 2350 CCG is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Ophidian 2350 CCG for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Ophidian 2350 CCG has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Ophidian 2350 CCG belongs to these categories: Card Game and Collectible Components. Its main mechanics are Hand Management, Player Elimination, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Ophidian 2350 CCG are: Carl Van Ostrand, Jason Robinette, Shaun Maher, Gregg Schwartz, Raffi Tasci, and Ed Lasso. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Ophidian 2350 CCG as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.