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The first widely-known collectible card game was , designed by Richard Garfield and published by Wizards of the Coast in 1993.
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, has the flying ability, and has quite formidable game statistics compared to other creatures.
Almost all CCGs are designed around a single resource system by which the pace of each game is generally controlled. This is also in addition to the number of cards themselves being a resource. 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 (i.e. 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 these are typical:
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.
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.
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: