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The Enchanting History of Trading Card Games

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The Enchanting History of Trading Card Games

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If you are a fan of trading card games (TCGs), you might have wondered how they came to be. How did people start collecting and trading cards with different characters, abilities, and strategies? The TCG cards are usually chased, collected, and cherished as they hold an intrinsic value to the narrative, lore, and of course, the game mechanics. Trading cards turn out to be a nifty amalgam of literature, board games, and art collections, tied in a neat little package filled with twice as much excitement and action.

The known history of trading cards provides further insight into what makes these games alluring and interesting as well as what sort of anthropological and psychological dynamics govern this unique, hybrid form of gaming. The genesis of TCGs takes us from their ancient roots in China to their modern popularity around the world.

The earliest form of TCGs can be traced back to China, centuries ago. Back then, people would use cards filled with pictures and poems to play a game called “Cards Against Humanity”. This game was like modern TCGs that involved matching cards with different themes and attributes except the feature of collecting and trading the cards was absent.

The game “Cards Against Humanity” spread across Asia and eventually reached Europe and North America. Along the way, it underwent many changes and adaptations. For example, in Japan, the game became known as “Karuta”, which involved memorizing and reciting poems from a deck of cards. In Europe, the game took the form of “Tarot”, which involved using cards with symbolic images to tell fortunes and divine the future.

The first TCG that resembled modern TCGs was created in 1869 by an Englishman named Henry Clay. He invented a game called “Camelot”, which was based on the legends of King Arthur and his knights. The game featured cards with different characters, such as Merlin, Lancelot, and Guinevere, each with their abilities and stats. The game was popular among aristocrats and soon spread to other parts of the world.

However, it was not until the 20th century that TCGs took off. The first breakthrough came in 1938 when a company called Topps introduced a series of baseball cards with their “Bazooka Bubble Gums”. These cards featured photos and statistics of famous baseball players and were sold with bubble gum. The cards became a huge hit among children and adults alike, who collected and traded them avidly. Soon, Topps expanded its line of cards to include other sports, such as football, basketball, and hockey.

Topps baseball trading cards set the stage for the first trading card game by introducing the mass-consciousness with the idea of collectible cards and their recreational trading.

The decade that changed the landscape of TCGs forever was the 1990s when a game called Magic: The Gathering was released by Wizards of the Coast in 1993. Magic: The Gathering (MTG) is widely considered to be the first modern TCG, as it introduced many of the features that are now standard in the genre, such as randomized booster packs, rarity levels, card types, keywords, mana systems, and expansions. MTG also created a huge fan base and a competitive scene that still thrives today.

MTG was designed by Richard Garfield, a mathematician and game designer who wanted to create a game that could be played in short sessions between other games. He was inspired by various sources, such as Dungeons & Dragons, cosmic encounters, baseball cards, and fantasy novels. He pitched his idea to Peter Adkison, the founder of Wizards of the Coast, who agreed to publish it. The first set of MTG, called Alpha, consisted of 295 cards and sold out quickly. The game was an instant hit and soon spawned several expansions and spin-offs.

One of the reasons why MTG was so successful was its ability to create a sense of immersion and discovery for its players. The game’s setting called the Multiverse, consisted of various planes of existence that were inhabited by different creatures, cultures, and magic. The players assumed the role of planeswalkers, powerful mages who could travel between these planes and summon their allies and spells. The cards themselves were designed to evoke a sense of wonder and curiosity, as they featured stunning artwork and flavor text that hinted at the lore and history of the Multiverse.

Another reason why MTG was so appealing was its strategic depth and complexity. The game offered a vast number of choices and combinations for its players, as they could customize their decks according to their preferences and play styles. The game also had a high level of interaction and unpredictability, as the players had to adapt to their opponent’s moves and deal with random factors such as card draws and shuffling. The game also had a steep learning curve and a rich metagame, which encouraged players to study the rules, mechanics, and strategies of the game.

As MTG was gaining popularity with unprecedented acceleration, it had to match the stride of its growing fanbase, and it ended up with new and exciting features that would keep the players playing and invite new ones too. Some of these novel features and mechanics are still used today in all the major TGCs. Some such features include randomized booster packs which would add to the buyer’s deck, rarity levels that fostered complexity in the game economics, the mana/energy-based economy model, etc.

MTG is still one of the most popular and influential TCGs today, with over 20 million players worldwide and over 20 billion cards produced. The game has also expanded into other media, such as novels, comics, video games, and an upcoming Netflix series. MTG is widely regarded as one of the greatest games of all time.

MTG’s wide success invited other card games to bring their A-game to the marketplace and come up with a variety of gaming mechanics and upgraded features and storylines. Newer combinations of elements and their evolution were just an idea’s reach and provided ample opportunity to all. That’s how the 2000s began for the TCG culture and market.

The success of MTG in the 1990s paved the way for many other TCGs to emerge in the 2000s. Some of these games were inspired by or licensed from other popular media franchises, such as Pokemon, Yu-Gi-Oh!, Harry Potter, Lord of the Rings, Star Wars, and World of Warcraft. These games appealed to fans of these franchises and introduced them to the genre of TCGs. Some of these games also added new twists or innovations to the genre, such as Pokemon’s energy system, Yu-Gi-Oh!’s chain system, Harry Potter’s lesson system, Lord of the Rings’ fellowship system, Star Wars’ destiny system and World of Warcraft’s equipment system.

Some other TCGs that emerged in the 2000s were original creations that explored different themes or genres, such as Duel Masters’ anime style, Shadowfist’s martial arts action, Legend of the Five Rings’ feudal Japan setting, Vampire: The Eternal Struggle’s gothic horror setting, Netrunner’s cyberpunk setting and Android: Netrunner’s rebooted version.

These games offered alternative or niche options for TCG enthusiasts who wanted to try something different from MTG or other mainstream games.

The decade that we are currently in has seen some new trends and developments in the world of TCGs. Some of these include:

  1. The resurgence or revival of some old or classic TCGs due to nostalgia or demand. Some examples include Netrunner’s reboot by Fantasy Flight Games in 2012, Magic: The Gathering’s return to its original setting Dominaria in 2018, and Pokemon’s celebration of its 25th anniversary in 2021. These events have attracted new or returning players who want to relive or rediscover their favorite games.
  2. The innovation or experimentation with new concepts or formats for TCGs.Some examples include Keyforge’s unique deck system that generates one-of-a-kind decks for each player in 2018, Magic: The Gathering’s introduction of Planeswalker cards that act like characters with abilities in 2007, and Pokemon’s introduction of VMAX cards that evolve from V cards with massive HP and attacks in 2019. These features have added new dimensions and challenges for TCG players who want to explore new possibilities or strategies.
  3. The expansion or diversification of TCGs into other media or markets. Some examples include Magic: The Gathering’s upcoming Netflix series that will explore its lore and characters in 2022, Pokemon’s forthcoming live-action movie Detective Pikachu that will feature its creatures in CGI in 2019, and Yu-Gi-Oh!’s upcoming mobile game Yu-Gi-Oh! Duel Links will allow players to duel with voice actors from the anime series 2016. These projects have increased the exposure and the appeal of TCGs to wider audiences who may not be familiar with them.
  4. The NFT market and Blockchain-Based Gaming Industry’s involvement Blockchain-based gaming is revolutionizing gaming by offering new ways of playing, owning, creating, and governing games. It is especially appealing for trading card game enthusiasts who can enjoy collecting rare cards with real value while engaging with vibrant communities across different platforms. This can be a revolutionary step forward into a new and fresh era of the unique gameplay experience and a massive change in the industry markets.

As we can see from this brief overview, TCGs have come a long way since their humble beginnings in the 19th century. They have evolved from simple card games into complex and diverse forms of entertainment that span across various media and genres. They have also created a lasting impact on our culture and society by inspiring creativity and community among millions of fans around the world

What will be the next chapter in the history of TCGs? Only time will tell. But one thing is certain: TCGs are here to stay, and they will continue to surprise us with their magic.

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