Collectible card game
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Collectible card games (CCGs), also called trading card games (TCGs) or customizable card games (CCGs), are played using specially designed sets of cards. While trading cards have been around for longer, CCGs combine the appeal of collecting with strategic gameplay.
The first collectible card game was The Base Ball Card Game produced by The Allegheny Card Co. and registered on April 5 1904.[1][2] 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.
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[edit] 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 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.
Most CCGs are designed around a resource system by which the pace of each game is generally controlled. Frequently, the cards which comprise a player's deck are also in and of themselves 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 traditionally 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.
[edit] 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 for the specific 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.
An upcoming CCG from Decipher, Fight Klub, sells cards only by the "kilo," which is halfway between a booster pack and a box of boosters (traditionally 36). It contains 121 cards, roughly equivalent to 10 booster packs. It does not have starter sets, tournament packs, or theme decks as they are known today.
[edit] 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.
- ^ Old Cardboard: 1904 Allegheny Card Game, 2007-07-18

