Pokemon trading card game strategies

The one new CCG that retailers were hoping to save their sales, Star Wars , wasn't released until very late in December. By then, Wizards of the Coast, the lead seller in the CCG market had announced a downsizing in their company and it was followed by a layoff of over 30 jobs. The excess product and lag in sales also coincided with an 8-month-long gap in between Magic: The Gathering' s expansions, the longest in its history. HKK was later released in the Czech Republic. HKK is still being made.

In early , the CCG market was still reeling from its recent failures and glut of product, including the release of Wizards' expansion Homelands which was rated as the worst Magic expansion to date. The next two years would mark a "cool off" period for the over-saturated CCG market. Additionally, manufacturers slowly came to understand that having a CCG was not enough to keep it alive. They also had to support organized players through tournaments.

Combined with a new dichotomy between collectors and players especially among Magic players, more emphasis was placed on the game rather than the collectibility of the cards. Many established CCGs were in full swing releasing expansions every few months, but even by this time, many CCGs from only two years ago had already died.

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TSR had ceased production of Spellfire and attempted another collectible game called Dragon Dice which failed shortly after being released. Decipher was now sanctioning tournaments for their Star Trek and Star Wars games. Star Wars was also enjoying strong success from the recently rereleased Star Wars Special Edition films. Allegedly, only Harper Prism announced its intention to pay these royalties for its game Imajica.

Other CCGs acknowledged the patent on their packaging. Babylon 5 saw moderate success for a few years before its publisher Precedence succumbed to a nonrenewal of its license later on in Also in , Vampire: The Eternal Struggle ceased production. However, Wizards of the Coast attempted to enter a more mainstream market with the release of a watered-down version of Magic , called Portal. Its creation is considered a failure along with its follow up Portal Second Age released in C , Doomtown , Hercules: The Legendary Journeys , Legend of the Burning Sands and Xena: Warrior Princess were those five, and only Doomtown met with better than average reviews before its run was terminated and the rights returned to Alderac.

The system also utilized the popular "tapping" mechanic of Magic: The Gathering. This system was abandoned shortly afterwards. Despite limited success or no success at all in the rest of the CCG market, Magic had recovered and Wizards learned from its lessons of and early Players still enjoyed the game and were gobbling up its latest expansions of Tempest , Stronghold , Exodus and by year's end, Urza's Saga which added new enthusiasm to Magic's fanbase in light of some of the cards being "too powerful.

At first there wasn't enough product to meet demand. By , the ups and downs of the CCG market were familiar to its retailers. Vampires: The Eternal Struggle resumed production in after White Wolf regained full rights and released the first new expansion in three years called Sabbat War. Decipher released its final chronological expansion of the original Star Wars trilogy called Death Star II and would continue to see a loss in sales as interest waned in succeeding expansions, and their Star Wars license was not being renewed.

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Mage Knight was also released this year and would seek to challenge the CCG market by introducing miniatures into the mix. Though not technically a CCG, it would target the same player base for sales. The real shake up in the industry however, came when Hasbro laid off more than workers at Wizards of the Coast and ended its attempts at an online version of the game when it sold off their interactive division.

Coinciding with this turn of events was Peter Adkisson's decision to resign and Lisa Stevens whose job ended when The Duelist magazine published by Wizards of the Coast was cancelled by the parent company. Hasbro also ceased production of Legends of the Five Rings in and it resumed production when it was sold to Alderac in As seen in , the years and continued on with the CCG market being less likely to take chances on new and original intellectual properties, but instead it would invest in CCGs that were based on existing franchises.

They followed the demise of the original Star Wars CCG by Decipher in December of , but they would see very little interest and eventually the two games were cancelled. Upper Deck had its first hit with Yu-Gi-Oh!

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The game was known to be popular in Japan but until had not been released in the United States. The game was mostly distributed to big retailers, with hobby stores added to their distribution afterwards. Rifts had top of the line artwork but the size of the starter deck was similar in size to the RPG books. Precedence's other main CCG Babylon 5 ended its decent run in after the company lost its license. The game was terminated and the publisher later folded in Magic continued a steady pace releasing successful expansion blocks with Odyssey and Onslaught.

Decipher then released the Second Edition for the Star Trek CCG which refined the rules, rebooted the game, and introduced new card frames. Collectible miniature games continued their effort to take a slice of the pie away from the CCG market with the releases of HeroClix and MechWarrior in but saw limited success. The next few years saw a large increase in the number of companies willing to start a new CCG. Duel Masters was introduced to the United States after strong popularity in Japan the previous two years. Wizards of the Coast published it for a couple years before it was cancelled in the U.

Horus Heresy lasted two years and was succeeded by Dark Millennium in WARS kept most of the game play mechanics from their Star Wars game, but transferred them to a new and original setting. The game did not do particularly well, and after two expansions, the game was cancelled in The other new CCG was. The game was also cancelled in It incorporated the Marvel and DC Comics universes and pitted the heroes and villains from those universes against one another. Probably one of the biggest developments in the CCG market was the release of Magic' s 8th Edition core set. It introduced a redesigned card border and it would later mark the beginning of a new play format titled Modern that utilized cards from this set onward.

This would start a slow revival for the brand, though never reaching the craze. The previous years influx of new CCGs continued into The World of Warcraft TCG was born and was carried by major retailers but saw limited success until it was discontinued in prior to the release of Blizzard's digital card game Hearthstone. Following previous trends, Japanese-influenced CCGs continued to enter the market. Many other franchises were made into CCGs with a few reboots.


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Notable ones included Cardfight!! A few other CCGs were released only in other countries and never made it overseas to English speaking countries, including Monster Hunter of Japan, and Vandaria Wars [ id ] of Indonesia. By the end of , trouble was brewing between Konami , who owned the rights to Yu-Gi-Oh! The Warhammer series Dark Millennium ended its run in Magic: the Gathering saw a large player boom in , with the release of the Zendikar expansion. The spike in the number of Magic players continued for a few years and leveled off by This increase in the player base created a Magic subculture based on finance speculation.

New players entering the market from to desired cards that were printed before and with smaller print runs. Demand outstripped quantity and prices of certain cards increased and speculators started to directly manipulate the Magic card market to their advantage. This eventually attracted the interest of the controversial figure Martin Shkreli , former CEO of Turing Pharmaceuticals , for a brief period of time.

This created a unique situation where the most desirable and expensive cards could be printed by counterfeiters, but not by the brand owner, due to a promise made with collectors back in and refined in Force of Will was released in in Japan and in in English, but as an original intellectual property. In March , it was announced that PlayFusion and Games Workshop would team up to create a new Warhammer trading card game. A patent US patent number 5,, A originally granted in to Richard Garfield was for "a novel method of game play and game components that in one embodiment are in the form of trading cards" that includes claims covering games whose rules include many of Magic' s elements in combination, including concepts such as changing orientation of a game component to indicate use referred to in the Magic and Vampire: The Eternal Struggle rules as "tapping" and constructing a deck by selecting cards from a larger pool.

You don't have to play an entire game with yourself.

What Are Top Pokemon Trading Card Game (TCG) Strategies? - Howcast

Edit your deck. Adjust your deck based on your testing. Add more copies of vital cards and remove cards that you found were not as helpful as you thought. Your deck is now ready for battle! Your deck is not set in stone, however. Consider what you can improve after each battle.

Always keep an open mind and watch out for new cards in the latest set. If your deck is based on a theme deck, and you have extra cards in hand, try changing it up a little. Add is some cards and take out some. Part 2 of Stay calm. Being calm relaxes your mind.

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It makes it easier to think. It is hard to strategize with a stressed mind. Breathe in and out. This is a very effective way to calm your mind. It is also quick, for you need to be quick on what your opponent is doing. See what their disadvantages and advantages are. Guess what strategy they are using. How will they be able to defeat mine? Weaknesses can make or break the game, and so can resistance. Try your best to use that information and make it to your advantage. Keep track of how many energies you have used and how many you have left in your deck or prize cards.

Guess what the playing field will look like in a few turns. What will you need? It might be better to let it be knocked out so you can set up it's replacement. You don't have to play an energy just because you have it. That make sit stronger and have more HP. Use strategy on when to evolve it on the right time, though. A well placed retreat can also serve as a devastating surprise attack. Chaney is a great example. Think before you attack. Many amateur trainers attack right away on their turn. Before you at attack, ask yourself: Did I draw a card from my deck yet?

How have things changed since last turn? Have I played an energy yet? Can I activate an ability or stadium card effect? Do I have any cards in my hand to make the effect of the attack stronger?

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Use the cards in your hand. Your hand can provide you lots of assistance while playing. Be sure to really think about what you want to do with the cards in your hand first, before putting them in play.


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