Each card represents an element of the theme and rules of the game, and each can fall in categories such as creatures, enhancements, events, resources, and locations.
[7] The first CCG, Magic: The Gathering, was developed by Richard Garfield and published by Wizards of the Coast in 1993 and its initial runs rapidly sold out that year.
In some cases, early cards in a CCGs run or which have been banned from play can become of high value to collectors, such as Magic: The Gathering's Power Nine.
Like modern CCGs, Topps' Baseball Card Game was sold in randomized packs and were collectible; however, it lacked the necessary strategic play that defines a CCG.
In the following month of August, the game's Limited core set was released (also known as Alpha) and sold out its initial print run of 2.6 million cards immediately creating more demand.
The overprinted expansion of Magic's Fallen Empires threatened to upset the relationship that Wizards had with its distributors as many complained of getting too much product, despite their original over-ordering practices.
But by the end of the year, the situation was resolved and Decipher regained the license to the Star Trek franchise along with Deep Space Nine, Voyager and the movie First Contact.
Besides this aspect, the market was still reeling from too much product as Fallen Empires still sat on shelves alongside newer Magic expansions like Ice Age.
[49] Wizards now had its long-sought role-playing game, and it quickly discontinued all plans to continue producing Dragon Dice or resuming production of the Spellfire CCG.
Players still enjoyed the game and were acquiring 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".
The success of Pokémon brought renewed interest to the CCG market and many new companies began pursuing this established customer base.
[18][19] A small selection of new CCGs also arrived in 1999, among them Young Jedi, Tomb Raider, Austin Powers, 7th Sea and The Wheel of Time.
New CCGs introduced in 2000 included notable entries in Sailor Moon, The Terminator, Digi-Battle, Dragon Ball Z Collectible Card Game, Magi-Nation and X-Men.
Vampires: The Eternal Struggle resumed production in 2000 after White Wolf regained full rights and released the first new expansion in three years called Sabbat War.
The real shake-up in the industry, however, came when Hasbro laid off more than 100 workers at Wizards of the Coast and ended its attempts at an online version of the game when it sold off the subsidiary's 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 canceled by the parent company.
[18][41] The years 2001 and 2002 progressed with the CCG market being less likely to take risks on new and original intellectual properties, but instead, it would invest in CCGs that were based on existing franchises.
Cartoons, movies, television, and books influenced the creation of such CCGs as Harry Potter, The Lord of the Rings, A Game of Thrones, Buffy the Vampire Slayer, Yu-Gi-Oh!
Decipher then released the Second Edition for the Star Trek CCG which refined the rules, rebooted the game, and introduced new card frames.
[51] Plenty of other CCGs were attempted by various publishers, many that were based on Japanese manga such as Beyblade, Gundam War, One Piece, Inuyasha, Zatch Bell!, Case Closed, and YuYu Hakusho.
Similarly, the game UFS: The Universal Fighting System used characters from Street Fighter, Soul Calibur, Tekken, Mega Man, Darkstalkers, etc.
The World of Warcraft TCG was born and was carried by major retailers but saw limited success until it was discontinued in 2013 prior to the release of Blizzard's digital card game Hearthstone.
These games were either based on cartoons or manga and included: Naruto, Avatar: The Last Airbender, Bleach, Rangers Strike and the classic series Robotech.
Vanguard, Conan, Battlestar Galactica, Power Rangers, 24 TCG, Redakai, Monsuno, and others, as well as another attempt at Doctor Who in the United Kingdom and Australia.
[53] Prices of cards from previous sets increased dramatically and the American market saw an influx of Chinese counterfeits capitalizing on the demand.
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 in 1996 and refined in 2011.
[54][55] In 2015, Wizards of the Coast implemented more anti-counterfeit measures by introducing a holographic foil onto cards with specific rarities, in addition to creating a proprietary font.
[58] The collectible cards, according to president Dean Irwin, proved to be moderately successful, so Enterplay reprinted the premiere release set mid-February 2014.
[64] However, challenges to whether booster packs are equivalent to gambling have failed to hold up in court, as CCGs typically follow similar rules established for baseball card distribution.
[65] A survey among users of Reddit's online message boards found little evidence of the need to regulate collectible card games.