Opentopia Directory Encyclopedia Tools

Collectible card game

Encyclopedia : C : CO : COL : Collectible card game



 

Collectible card games (CCGs), also called trading card games (TCGs) or customizable card games (a phrase specific to two Decipher, Inc. games), are played using specially designed sets of cards. While trading cards have been around for much longer, CCGs combine the appeal of collecting and strategic game play.

Prior to 2000, most trading card games were named "collectible card games", and Decipher, Inc.--whether to draw distinction, or to denote more elaborate design--used its own term "customizable card game" (whose acronym still resolves to "CCG"). Starting with the Pokemon Trading Card Game in 1998, the phrase "Trading Card Game" was used much more frequently with anime and youth-oriented properties, and is generally chosen from a marketing standpoint to appeal to parents holding purchasing power, or to denote newer game design principles.

The first collectible card game was [[Magic: The Gathering]], designed by Richard Garfield, published by Wizards of the Coast in 1993.

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|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 has quite 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:

Internet play

Modern CCGs have also been developed that are played over the Internet. Instead of receiving physical cards, a player establishes a "virtual" collection that is kept only in electronic memory and cards can be purchased or traded within this environment. There are online versions of games that originated as physical CCGs, as well as games that exist solely online. As an example, Tokenzone produces and manages online-only collections of CCGs and Virtual Property for Media and Entertaiment Companies. The first online CCG was known as Chron X and was designed and produced by Genetic Anomalies. Another popular online CCG is [[Magic: The Gathering Online]].

Distribution

Specific game cards are most often produced in various degrees of scarcity, generally denoted as common, uncommon, and rare. Some games use alternate or additional designations for the relative rarity levels. Special cards may also only be available through promotions, events, 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., 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:

Patent information

Wizards of the Coast holds [U.S. Patent 5,662,332] on trading card games. The patent, filed in October 1995 and granted in September 1997, covers:

As a holder of the patent, Wizards of the Coast has requested that all trading card game publishers license the mechanics described in the patent, usually for a royalty fee based on total sales.

In October 2003, Wizards of the Coast filed suit against Nintendo and related companies in U.S. District Court in Seattle shortly after its distribution agreement expired. The suit alleged, along with other claims, that the Pokémon Trading Card Game infringed on the company's patent. In December of that year, the parties settled the case on undisclosed terms, precluding a judicial ruling which might have been the first test of the patent's legal validity.

Licensing

While game themes are sometimes based on owned or completely original intellectual property, 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:

The disadvantages include: An example 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.

References

See also

External links

 


From Wikipedia, the Free Encyclopedia. Original article here. Support Wikipedia by contributing or donating.
All text is available under the terms of the GNU Free Documentation License See Wikipedia Copyrights for details.


Search Titles
0123456789
ABCDEFGHIJ
KLMNOPQRST
UVWXYZ?

E-mail this article to:

Personal Message: