Author Topic: Master List of CCG/TCG...missing any?  (Read 9164 times)

Offline uthminister [BR]

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Master List of CCG/TCG...missing any?
« on: February 11, 2011, 11:20:52 AM »
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Below was a list I had compiled of all the CCGs/TCGs I could find. Obviously if I wanted a truly complete list I would have consulted Wikipedia on the subject. Thanks to Schaef and the link he provided, you can see a relatively complete list of CCGs/TCGs.

The whole reason I had any interest in these at all is the idea of alternative game dynamics. We had a discussion earlier about the oldest running CCG and the game dynamics it employs. Have you played any of these other games in the huge list on Wikipedia that might be interesting incorporated into a Bible based game...oh...I don't know...maybe Redemption as an example?
« Last Edit: February 11, 2011, 03:30:26 PM by uthminister [BR] »

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #1 on: February 11, 2011, 11:26:44 AM »
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The list was too long for me to read, so speaking only alphabetically, I didn't notice the following:

Teen Titans
Hot Wheels Acceleracers
Bionicles
Kingdom Hearts
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #2 on: February 11, 2011, 11:27:37 AM »
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This too:
http://bibletcg.com/

Also: are you including online only?
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Offline uthminister [BR]

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Re: Master List of CCG/TCG...missing any?
« Reply #3 on: February 11, 2011, 11:29:51 AM »
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I wasn't...I don't think. What online only CCGs/TCGs were you thinking of?

Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #4 on: February 11, 2011, 11:31:25 AM »
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There was one I tried on Facebook.  I don't remember the name.
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Offline uthminister [BR]

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Re: Master List of CCG/TCG...missing any?
« Reply #5 on: February 11, 2011, 11:32:02 AM »
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Thanks YMT...updated the list.

Kittens...was it Clash: Rise of Heroes or Warstorm?
« Last Edit: February 11, 2011, 11:34:17 AM by uthminister [BR] »

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #6 on: February 11, 2011, 11:43:29 AM »
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I'm not sure if this is for research, but FTR:

Teen Titans had two sets, Bionicles had two sets, Hot Wheels only had one set (but a variety of releases), and Kingdom Hearts had four sets.
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Offline The M

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Re: Master List of CCG/TCG...missing any?
« Reply #8 on: February 11, 2011, 12:56:51 PM »
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I think there might be a different Star Wars set in addition too all the others.
Which cards are the plain "Star Wars"?
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Offline soul seeker

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Re: Master List of CCG/TCG...missing any?
« Reply #9 on: February 11, 2011, 12:58:20 PM »
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What do you mean by "Star Wars" and "Star Wars TCG"?

I mostly know them by their maker....one "Star Wars" was by Decipher and the other by Wizards of the Coast.  Most fans (with my limited knowledge) distinguish them that way.
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Offline The M

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Re: Master List of CCG/TCG...missing any?
« Reply #10 on: February 11, 2011, 01:00:05 PM »
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I know about 3 Star Wars sets that aren't galaxies or pocket models, but one has a name other than TCG.

Also add Flyball, a flypen baseball collectible series.
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Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #11 on: February 11, 2011, 01:07:09 PM »
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Are you asking about worldwide CCGs or only those in English. I noticed you had Fire Emblem on the list, but in a quick search I was only able to find Japanese cards.
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browarod

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Re: Master List of CCG/TCG...missing any?
« Reply #12 on: February 11, 2011, 02:02:35 PM »
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Bakugan is all the rage recently, lol.

Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #13 on: February 11, 2011, 03:17:49 PM »
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Thanks YMT...updated the list.

Kittens...was it Clash: Rise of Heroes or Warstorm?
It was Eredan, which proclaimed itself as an "iTCG"
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Offline uthminister [BR]

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Re: Master List of CCG/TCG...missing any?
« Reply #14 on: February 11, 2011, 03:37:29 PM »
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Ok...so I have revised my initial post since Wikipedia provided an entire list...minus the BIBLE TCG. Re-read my initial post.

Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #15 on: February 11, 2011, 03:44:20 PM »
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There was a discussion about tokens earlier, which I like.  I'd also like alternate ways to win.

Also: the Wikipedia page now has RTS.  You can thank me later.
« Last Edit: February 11, 2011, 03:49:09 PM by SomeKittens »
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Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #16 on: February 11, 2011, 03:50:25 PM »
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The whole reason I had any interest in these at all is the idea of alternative game dynamics. We had a discussion earlier about the oldest running CCG and the game dynamics it employs. Have you played any of these other games in the huge list on Wikipedia that might be interesting incorporated into a Bible based game...oh...I don't know...maybe Redemption as an example?

One idea from Kingdom Hearts TCG that I really liked was the idea of being in a world (or civilization for Redemption), and having that world's SA be the only one active for that battle. For instance, if I was playing an Egyptian defense, and I had an Egyptian Civ Card that gave certain abilities, it would be active whenever I was attacked. However, if I was attacking, then the Civ Card of the person I was attacking would be the active card and its SA would activate. The reality tie-in is that if I am attacking, then I am travelling to your city to attack you, and therefore leaving my city. Any benefits associated with defending your city would activate, whether it be terrain, defensive set-up, climate, whatever.

Kingdom Hearts world cards had varying effects, which would be like negating drawing, not allowing any enhancements, not allowing artifacts, having certain cards double in value (or double their targets), and allow a search for that World's specific characters (i.e. search for Winnie the Pooh when you have Hundred Acre Wood as your World).

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The Schaef

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Re: Master List of CCG/TCG...missing any?
« Reply #17 on: February 11, 2011, 05:15:49 PM »
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I pondered some ideas from the VS system but they would be difficult to implement in the Redemption format.

Most of the games are too lean to offer any mechanics genuinely worth borrowing.  Mega Man: NT Warrior, I have a soft spot for you, but right now I'm looking at you.

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #18 on: February 12, 2011, 12:23:43 AM »
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Most of the games are too lean to offer any mechanics genuinely worth borrowing.  Mega Man: NT Warrior, I have a soft spot for you, but right now I'm looking at you.

LOL. I did hate discarding cards that I never got to see or use.  :o

As far as other ponderings:

Acceleracers was unique in format, but it was designed to fit with the videos. Your cars moved from Realm to Realm, facing various hazards. The Realm idea is similar to the World idea from Kingdom Hearts, except that all players were affected by the Realm's SA.

The other huge difference in some CCGs that I actually wish would be used in Redemption is that you reshuffle your discard pile back into the draw pile when your draw pile is exhausted. Being able to get your best cards back (other than those removed from the game) would be nice. However, Gates of Heil (and similar cards) would be OP.
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Offline Minister Polarius

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Re: Master List of CCG/TCG...missing any?
« Reply #19 on: February 12, 2011, 01:21:41 AM »
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The only card mechanic Redemption doesn't currently have that could be beneficial is tokens/counters. I've come up with quite a few cards in that vein over the years.
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Re: Master List of CCG/TCG...missing any?
« Reply #20 on: February 12, 2011, 07:24:23 AM »
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Or add-on pieces.  That's been the hook the companies have been adding over the years, little 3d constructable Star Wars ships, or giant plastic marbles that spring into something roughly resembling a snake or a dragon.

Offline uthminister [BR]

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Re: Master List of CCG/TCG...missing any?
« Reply #21 on: February 12, 2011, 11:51:21 AM »
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I really like the worlds putting specific limitations on the battle when blocking idea from Kingdom Hearts! Correct me on this thought if I am wrong, but don't Fortresses and even some sites do that currently or are we talking about something completely different?

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #22 on: February 12, 2011, 12:33:20 PM »
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I really like the worlds putting specific limitations on the battle when blocking idea from Kingdom Hearts! Correct me on this thought if I am wrong, but don't Fortresses and even some sites do that currently or are we talking about something completely different?

There are indeed similarities, but the key difference is that site and fortress SAs are always active in Redemption. An equivalent idea would be to make Evil Fortresses and all sites only active when the holder is being attacked (or perhaps on opponent(s)' turn).

The other key to the World cards in Kingdom Hearts is that they provide an alternate method of winning (which SomeKittens mentioned as a preference). In Redemption, for instance, the World cards could be time periods. You begin the game at Creation and end the game at Christ's Return. There would be a set number of time periods in the middle, or there would be a certain number of cards allowed in deck-building. During each time period, certain cards would be given an advantage (i.e. Genesis cards all the way through Revelation cards) or even more general cards (OT, NT). Time period cards must be successive (and perhaps last a certain number of turns or rounds), but once a certain rule-determined number of time period cards have been played, the game would end.
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #23 on: February 12, 2011, 02:05:26 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...
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Offline Red

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Re: Master List of CCG/TCG...missing any?
« Reply #24 on: February 12, 2011, 04:37:21 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...
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Re: Master List of CCG/TCG...missing any?
« Reply #25 on: February 12, 2011, 04:38:15 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #26 on: February 12, 2011, 04:39:43 PM »
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Are you kidding?  Look at the string of hit TCG's Cactus has put out!

/sarcasm
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The Schaef

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Re: Master List of CCG/TCG...missing any?
« Reply #27 on: February 12, 2011, 08:07:40 PM »
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I think a new CCG at this point in time would not go well.  They had their time in the sun, but it's been a decade since the crash and they haven't come back.  The ones still hanging around today are the stalwarts with still enough people buying the cards to make it worth their time.  Magic, Pokemon, Yu-Gi-Oh, L5R, that sort of thing.  Even Star Wars and LotR have folded their tents, and Decipher basically dumped their whole line of CCGs to focus on selling Fight Klub in boxed sets.

If Cactus did make another card game in the wake of Redemption, a different format would likely be required.  Something sold in a non-collectible set like Fight Klub, or a deckbuilding-style game like Dominion or Thunderstone.  Who knows, if Redemption goes another five, ten years without running dry, even the deckbuilding games may be passe and another kind of card game will be in style.

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #28 on: February 12, 2011, 08:10:01 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...

A new dimension to the game, to be more precise. I'm sure the same feelings came up when sites were first introduced, then fortresses, then territory-class enhancements.

The biggest change would be to add a new way to win. As much as winning Lost Souls was the basic premise of the original game, how many games have been won without 5 LSs? What about site lockout? What about unbeatable (or just annoying) combos?

The idea behind the Time Period cards would be to give benefits to specific types of characters for a short time, until a new Time Period enters play. Each player would try to block Time Period changes the same way they currently block rescue attempts. The trick would be for each player to decide whether their resources (and enhancements) would be better served blocking Time Period changes versus blocking rescues. However, if a player is locked out with sites, they could turn their focus toward Time Period changes.

The bottom line is that each player would have Time Period cards in their deck. Only one can be active at a time (for example). Each player, on their turn, could try to change the Time Period rather than make a rescue (especially if there are no LSs to rescue). The opponent would try to block the Time Period change. This would allow the opponent to keep the current active benefits, or prevent the increase in Time Periods. After a single player plays a set number of Time Period cards, they would win.

Now realize that "Time Period" is just an example. The new type of card could be whatever we wanted. The new way to win is the focus of the change.  
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #29 on: February 12, 2011, 08:33:39 PM »
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Also: True control decks.
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The Schaef

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Re: Master List of CCG/TCG...missing any?
« Reply #30 on: February 12, 2011, 09:09:25 PM »
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Kinda feels like we'd be borrowing a page from Testament, who stage their game in "eras".

The ideas I liked best from the Vs. system were the Leaders, who conferred bonuses onto characters around them in "territory", and the resource row, where you could put cards face down, and then turn by turn you turn them up and get new benefits each turn.  At one point I thought this might be a good mechanism for prophecies, the idea being that certain things are known in advance but don't come to pass until later on.  But I was never sure if it should be per-player or a common pool of cards, whether it would be in the deck or laid out separately in advance, how to keep people from stacking an overpowered deck... it was one of those things that sounded better than it turned out as I thought about it.

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #31 on: February 12, 2011, 10:57:47 PM »
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Actually, the Prophecies idea could be used in place of "Time Periods" from my previous posts. Once a player has seven prophecies come true, for instance, they would win the game. The blocking player could try to block prophecies from coming true OR block a rescue attempt.
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Re: Master List of CCG/TCG...missing any?
« Reply #32 on: April 26, 2011, 11:00:53 AM »
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Yavneh
Type: Site • Brigade: Green • Ability: None • Class: None • Special Ability: When this site is occupied and you use a search ability, You may place a 1/3 grey NT human Pharisee token into the Field of Battle. • Identifiers: Jew • Verse:  • Availability: Token FTW booster packs ()

Men of the Great Assembly
Type: Evil Enh. • Brigade: Black/Grey • Ability: None • Class: None • Special Ability: If used by a Pharisee or Sadducee, place on High Priest Palace. If you control 20 or more Pharisee/Sadducee, you win the game. • Identifiers: NT, False Religious Practice • Verse:  • Availability: Tokens FTW booster packs ()


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