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CARD GAME DATABASE WIKI

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CARD GAME DATABASE WIKI

Collectible card game

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File:Magicgathering1.jpg

Players and their decks

A collectible card game (CCG), also called a trading card game (TCG) or customizable card game, is a
game played using specially designed sets of playing cards. While trading cards have been around for
longer, CCGs combine the appeal of collecting with strategic gameplay.

The modern concept of CCG games was first presented in Magic: The Gathering, designed by Richard
Garfield and published by Wizards of the Coast in 1993. An earlier game that might be described as a
collectible card game was The Base Ball Card Game produced by The Allegheny Card Co. and registered
on April 5, 1904.[1][2]

Gameplay

Each CCG system has a fundamental set of rules that describes the players' objectives, the categories of
cards used in the game, and the basic rules by which the cards interact. Each card will have additional
text explaining that specific card's effect on the game. They also generally represent some specific
element derived from the game's genre, setting, or source material. The cards are illustrated and named
for these source elements, and the card's game function may relate to the subject. For example, Magic:
The Gathering is based on the Fantasy genre, so many of the cards represent creatures and magical
spells from that setting. In the game, a dragon is illustrated as a reptilian beast, may have the flying
ability, and have formidable game statistics compared to smaller creatures.
The bulk of CCGs are designed around a resource system by which the pace of each game is controlled.
Frequently, the cards which comprise a player's deck are considered a resource, with the frequency of
cards moving from the deck to the play area or player's hand being tightly controlled. Relative card
strength is often balanced by the number or type of basic resources needed in order to play the card,
and pacing after that may be determined by the flow of cards moving in and out of play. Resources may
be specific cards themselves, or represented by other means (e.g., tokens in various resource pools,
symbols on cards, etc.).

Players select which cards will compose their deck from the available pool of cards; unlike traditional
card games such as poker or UNO where the deck's content is limited and pre-determined. This allows a
CCG player to strategically customize their deck to take advantage of favorable card interactions,
combinations and statistics.

During a game, players usually take turns playing cards and performing game-related actions. The order
and titles of these steps vary between different game systems, but the following are typical:

Restore — Make all in-play cards ready for the upcoming turn.

Draw card(s) - Necessary in order to circulate cards in players' hands.

Play card(s) - Use the cards in hand to interact with the game.

Conflict — The primary method for victory in most games (combat is a very popular theme).

Discard card(s) - Discard to a maximum hand size, or need to refresh for next turn.

Internet play

In addition to actual physical card games, collectible card games have also been developed that are
played over the Internet and LAN lines. Instead of receiving physical cards, a player establishes a virtual
collection that exists only as a set of data stored on a server. Such cards can be purchased (using real
money) or traded within this environment. Titles include online versions of games that originated as
physical CCGs (e.g., Magic: The Gathering Online), as well as games that exist solely online. The first
online CCGs were Sanctum and Chron X, both developed in 1997. Sanctum was taken offline in 2010,
though it may return on a new server; Chron X still exists, producing new expansions over a decade
later. Chron X was developed by Genetic Anomalies, Inc, which later developed other online collectible
card-style games based on licensed content.
In some cases, new elements are added to the CCG — the online card games Sanctum and Star Chamber
include game boards as well as animations and sound effects for some of their cards. The NOKs, on the
other hand, offer talking figures and action-arcade game play. In a different case, The Eye of Judgement,
a CCG that has been combined with a PlayStation 3 game, bringing innovation with the CyberCode
matrix technology. It allows real cards bought in stores to be scanned with the PlayStation Eye and
brought into the game with 3D creatures, animations, spell animations, etc. as representations. In a
similar fashion, Chaotic, Bella Sara, and MapleStory allow online players to enter a unique alpha-numeric
code found on each physical card. These codes allow access to online cards or other online features.

A related concept is that of software programs which allow players to play CCGs over the Internet, but
without relying on a central server or database. When utilizing such software, players don't need to
purchase any (real or virtual) cards, and are instead free to create any deck they like using the cards
supported by the client software. In some cases, these programs have limited rule enforcement engines,
while others rely completely on players to interpret the complex interactions between the cards. Some
of these software packages actually support the play of more than one virtual card game; for example,
Magic Workstation was originally designed to play Magic, but can technically support additional games
as well.

The systems for online play that support the greatest variety of games are LackeyCCG and Gccg.
Offerings include many copyrighted games whose manufacturers are no longer publishing the game,
most notably Decipher's Star Wars Customizable Card Game[3] and Precedence’s Babylon 5 Collectible
Card Game.

In addition, there are several small, online TCGs run completely free by the card game creators and
volunteer staff. These games at their most basic include a number of decks created for members to
collect and trade. These cards are earned through games and contests at the TCG, collecting all cards in
a deck (mastering), or completing a certain number of trades. Members typically visit each others'
websites where they house their card collections, and propose trades to each other through forums or
e-mail.

Distribution

Specific game cards are most often produced in various degrees of scarcity, generally denoted as
common (C), uncommon (U), and rare (R). Some games use alternate or additional designations for the
relative rarity levels, such as super-, ultra-, or exclusive rares. Special cards may also only be available
through promotions, events, purchase of related material, or redemption programs. The idea of rarity
borrows somewhat from other types of collectible cards, such as baseball cards, but in CCGs, the level of
rarity also denotes the significance of a card's effect in the game, i.e., in general the more powerful a
card is in terms of the game, the greater its rarity. A powerful card whose effects were underestimated
by the game's designers may increase in rarity due to those effects; in later editions of the game, such a
card's level of rarity might increase to reduce its availability to players. Such a card might even be
removed entirely from the next edition, to further limit its availability and its effect on gameplay.

Most collectible card games are distributed as sealed packs containing a subset of the available cards,
much like trading cards. Some of the most common distribution methods are:

Starter set — This is an introductory product which contains enough cards for two players and includes
instructional information on playing the game. In order to speed the learning process, the card content
is typically fixed and designed around a theme, so that the new players can start playing right away.

Tournament or starter deck - This contains enough game cards (usually 40 or more) for one player. It
usually contains a random selection of cards, but with some basic elements so that it may be playable
from the start.

Theme deck — Most CCGs are designed with opposing factions, themes, or strategies. A theme deck is
composed primarily of cards that will work well together and is typically non-random.

Booster packs — This method of distribution is most similar to trading cards as the packs contain a
random selection of roughly 8 to 15 cards.

Patent

A patent was granted to Wizards of the Coast in 1997 for "a novel method of game play and game
components that in one embodiment are in the form of trading cards" that includes claims covering
games whose rules include many of Magic's elements in combination, including concepts such as
changing orientation of a game component to indicate use (referred to in the Magic and Vampire: The
Eternal Struggle rules as "tapping") and constructing a deck by selecting cards from a larger pool.[4] The
patent has aroused criticism from some observers, who believe some of its claims to be invalid.[5]

In 2003, the patent was an element of a larger legal dispute between Wizards of the Coast and
Nintendo, regarding trade secrets related to Nintendo's Pokémon Trading Card Game. The legal action
was settled out of court, and its terms were not disclosed.[6]

Licensing
Template:Section OR While game themes are sometimes based on owned or completely original ideas,
it is frequently the case that games make use of existing third-party fictional characters or worlds. If the
company producing the game owns the rights to the game world and artwork, then the game is a
proprietary game. If another entity owns the characters and/or world, then the game is licensed from
that company. Any such licensing agreements have a start and end date, making it possible for the
license to expire or move between companies over time.

The advantages of a licensed collectible card game include the following:

Automatic access to existing characters, concepts, and artwork.

Name recognition and built-in fan base.

Joint promotions between the two companies involved.

The disadvantages include:

Reduced profitability due to licensing fees.

Potential loss of license after a time, making future expansions impossible.

Thematic or conceptual limits of the fictional world, eg, a paucity of available characters

An example of a licensed game is the Buffy the Vampire Slayer Collectible Card Game from Score
Entertainment, based on the television series. While this title may have been financially successful,
Score lost the Buffy license in January 2004, prematurely ending game production. This also prevented
Score from releasing the game in the United Kingdom, as with the Dragonball Z Trading Card Game,
although this does not prevent resourceful individuals from importing foreign versions and selling them
as well. The Kingdom Hearts Collectible Card game also suffers from the same issues and goes as far as
the English language publishers, Fantasy Flight Games, canceling all orders that are attempted by non
Canadian/USA/Mexican individuals on their own online store[7]

On the other hand, licensed merchandise based on an original game (such as Magic) is usually used as a
secondary method of extra earnings.

References
Sports Collectors Digest (April 7, 2000) at 50. Description of the first known collectible card game, The
Base Ball Card Game produced by The Allegheny Card Co. and registered on April 4, 1904 featuring 104
unique baseball cards with individual player attributes printed on the cards enabling each collector to
build a team and play the game against another person.

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DECIPHER.com : Star Wars CCG

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Kingdom Hearts TCG Chapter Pack - KH06

See also

List of collectible card games

Collectible Miniatures Game

Booster pack

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