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Trading Card Games For Dummies
By: John KaufeldeBook Publisher: John Wiley & Sons
Imprint: For Dummies
Format: Adobe Encrypted (DRM)
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A step-by-step guide through the wild and wildly popular world of collectible gaming Here's the perfect guide for anyone interested in this fast-growing hobby, as well as for parents who'd like to know a little more about what their kids are into. In trading card games, players build a deck through purchases and trades, then compete for ultimate hands or points. This book explains how the games work, defines key terms like starters, boosters, draft packs, anthology sets, and sealed tournaments, and covers some of the most popular games, including Magic: The Gathering, Yu-Gi-Oh, Pokemon, Lord of the Rings, and others. John Kaufeld (Fort Wayne, IN) operates a card and board game shop. An officer of the Game Manufacturers Association, he is currently Press Liaison for the Origins International Game Expo.
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| Title of eBook: Trading Card Games For Dummies | |
| Release Date: 02-10-2006 | |
| Publisher: For Dummies |
This eBook download is available in the following formats:
| Parent title | Trading Card Games For Dummies |
|---|---|
| Encrypted (DRM) | Yes |
| SKU | 9780470044070 |
| File size | 7958 |
| Security | n/a |
| Printing | Not allowed |
| Copying | Not allowed |
| Read aloud | No Sys requirements Download reader |
| Devices | Samsung Tablet, Apple Ipad & Iphone, Barnes & Noble Nook, Kobo eReader, Aluratek Libre, Iliad, Nokia, Blackberry, Hanlin |
| Note | Excellent navigation features are available via Adobe such as bookmarks and a quick access table of contents. Text search is easily accessible. An Adobe DRM-protected file is different than a pdf file in that it uses Adobe DRM (Digital Rights Management) technology, which authors and publishers use to protect their content from illegal online distribution and to set certain privileges such as restrictions on copying and printing. |
Trading Card Games For Dummies
Chapter One
Mixing Chess, Baseball Cards, and Green Army Men
In This Chapter
* Wrapping your mind around a really different game
* Getting familiar with the basics
* Peering through the industry's history
* Trying your hand (and your deck) in tournament play
Remember creating amazing stories with the toys you had at hand when you were young - like when the little people from your playset worked with the toy tanks to rescue the block family from a Fate Worse Than Death at the hands (well, claws) of the giant rampaging dinosaur? Or when you made up a game about driving across the country because you had a bunch of toy cars, some dice, and a huge United States wall map? (Granted, I couldn't exactly explain how it worked, but my dad played it with me anyway.)
Regardless of the details, you took a bunch of parts that didn't naturally match and turned them into a fun and functional activity. A few rules (that frequently changed during play) and a lot of imagination held the whole thing together.
Collectible games take a strangely similar approach to those childhood games you imagined into life. They borrow concepts and bits of gameplay from classic games played with a traditional deck of cards, from exotic board games, from historical miniatures games, and more. Collectible games mix those parts into an entirely new kind of game - games that feature compelling play as well as reveal the amazing creativity of their designers.
This chapter takes you on a whirlwind tour of the collectible game world, outfitting you with a basic framework to decorate with your newfo
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