Early history (Pre-1990s) Regular
card games have been around since at least the 1300s.
The Base Ball Card Game, a prototype from 1904, is a notable precursor to CCGs because it had a few similar qualities but it never saw production to qualify it as a
collectible card game. It is not known if the game was intended to be a standalone product or something altogether different like
Top Trumps. The game consisted of a limited 112 cards and never saw manufacture past the marketing stage. The first pre-CCG to make it to market was the
Baseball Card Game, released by
Topps in 1951 as an apparent followup to a game from 1947 called
Batter Up Baseball by Ed-u-Cards Corp. Players created teams of
hitters, represented by cards, and moved them around a
baseball diamond according to cards representing baseball plays drawn from a randomized deck. 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. Other notable entries that resemble and predate the CCG are
Strat-O-Matic,
Nuclear War,
BattleCards, and
Illuminati.
Magic: The Gathering and CCG craze (1990–1995) (pictured in 2014) designed
Magic: The Gathering taking elements from the board game
Cosmic Encounter. The game was released in 1993. Prior to the advent of the CCG, the market for alternative games was dominated by
role-playing games (RPG), in particular
Dungeons & Dragons by
TSR.
Wizards of the Coast (Wizards), a new company formed in
Peter Adkison's basement in 1990, was looking to enter the RPG market with its series called
The Primal Order which converted
characters to other RPG series. After a lawsuit from
Palladium Books which could have financially ruined the company, Wizards acquired another RPG called
Talislanta. This was after
Lisa Stevens joined the company in 1991 as vice president after having left
White Wolf. Through their mutual friend Mike Davis, Adkison met
Richard Garfield who at the time was a doctoral student. Garfield and Davis had an idea for a game called
RoboRally and pitched the idea to Wizards of the Coast in 1991, but Wizards did not have the resources to manufacture it and instead challenged Garfield to make a game that would pay for the creation of RoboRally. This game would require minimal resources to make and only about 15–20 minutes to play. In 1993 a "new kind of card game" appeared. It was different because the player could not buy all the cards at once. Players would first buy starter decks and then later be encouraged to buy booster packs to expand their selection of cards. What emerged was a card game that players collected and treasured but also played with. The game has remained popular, with Wizards of the Coast claiming it to be the most widely played CCG as of 2009. It was based on Garfield's game
Five Magics from 1982. Originally,
Mana Clash was designed with Wizards in mind, but the suit between Palladium Books and Wizards was still not settled. Investment money was eventually secured from Wizards and the name
Mana Clash was changed to
Magic: The Gathering. The ads for it first appeared in
Cryptych, a magazine that focused on RPGs. On 4 July weekend of 1993, the game premiered at the
Origins Game Fair in
Fort Worth,
Texas. 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. Wizards quickly released a second print run called
Beta (7.3 million card print run) and then a second core set called
Unlimited (35 million card print run) in an attempt to satisfy orders as well as to fix small errors in the game. December also saw the release of the first expansion called
Arabian Nights. With
Magic: The Gathering still the only CCG on the market, it released another expansion called
Antiquities which experienced collation problems. Another core set iteration named
Revised was released shortly after that. Demand was still not satiated as the game grew by leaps and bounds.
Legends was released in mid-1994 and no end was in sight for the excitement over the new CCG. What followed was the CCG craze.
Magic was so popular that game stores could not satisfy the market demand. More and more orders came for the product, and as other game makers looked on they realized that they had to capitalize on this new fad. The first to do so was TSR who rushed their own game
Spellfire into production, releasing it in June 1994. Through this period of time,
Magic was hard to obtain because production never kept pace with demand. Store owners placed large inflated orders in an attempt to circumvent allocations placed by distributors. This practice would eventually catch up to them when printing capacity met demand coinciding with the expansion of
Fallen Empires released in November 1994. Combined with the releases of 9 other CCGs, among them
Galactic Empires,
Decipher's
Star Trek,
On the Edge, and
Super Deck!.
Steve Jackson Games, which was heavily involved in the alternative game market, looked to tap into the new CCG market and figured the best way was to adapt their existing
Illuminati game. The result was
Illuminati: New World Order which followed with two expansions in 1995 and 1998. Another entry by Wizards of the Coast was
Jyhad. The game sold well, but not nearly as well as
Magic; however, it was considered a great competitive move by Wizard as Jyhad was based on one of the most popular
intellectual properties in the alternative game market which kept White Wolf from aggressively competing with
Magic. By this time, however, it may have been a moot point as the CCG Market had hit its first obstacle: too much product. 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. In early 1995, the
GAMA Trade Show previewed upcoming games for the year. One out of every three games announced at the show was a CCG. Publishers other than game makers were now entering the CCG market such as
Donruss,
Upper Deck,
Fleer,
Topps,
Comic Images, and others. The CCG
bubble appeared to be on everyone's mind. Too many CCGs were being released and not enough players existed to meet the demand. In 1995 alone, 38 CCGs entered the market, the most notable among them being
Doomtrooper,
Middle-earth,
OverPower,
Rage,
Shadowfist,
Legend of the Five Rings, and
SimCity.
Jyhad saw a makeover and was renamed as
Vampire: The Eternal Struggle to distance itself from the
Islamic term
jihad as well as to get closer to the source material.
Wizards of the Coast era (1996–1999) Garfield applied for a patent for "a novel method of gameplay and game components that in one embodiment are in the form of trading cards" that includes claims covering games whose rules include many of
Magics elements in combination, including concepts such as changing the 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. Garfield was granted the patent in 1997, which he then transferred the patent to
Wizards of the Coast. The patent has aroused criticism from some observers, who believe it may have stifled growth of other CCGs, and looked to have some of its claims to be invalid. Peter Adkison, CEO of Wizards at the time, remarked that his company was interested in striking a balance between the "free flow of ideas and the continued growth of the game business" with "the ability to be compensated by others who incorporate our patented method of play into their games". Adkison continued to say they "had no intention of stifling" the industry that originated from the "success of Magic". 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. Decipher was now sanctioning tournaments for their
Star Trek and
Star Wars games, with the latter also enjoying strong success from the re-released
Star Wars Special Edition films. The
Star Wars CCG would remain the second best-selling CCG until the introduction of
Pokémon to the United States in 1999. Wizards also acquired
Andon Unlimited which by association gave them control over the Origins Convention. By September, Wizards was awarded a patent for its "Trading Card Game". Later in October, Wizards announced that it would seek royalty payments from other CCG companies. Allegedly, only
Harper Prism announced its intention to pay these royalties for its game
Imajica. Other CCGs acknowledged the patent on their packaging. 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. Existing CCGs were reformatted or rebooted including
Dragon Ball Z as
Dragon Ball GT and
Digimon D-Tector as the
Digimon Collectible Card Game. An interesting CCG released by Upper Deck was called the
Vs. System. It incorporated the
Marvel and
DC Comics universes and pitted the heroes and villains from those universes against one another. Similarly, the game
UFS: The Universal Fighting System used characters from
Street Fighter,
Soul Calibur,
Tekken,
Mega Man,
Darkstalkers, etc. This CCG was obtained by
Jasco Games in 2010 and is currently still being made. Another CCG titled
Call of Cthulhu was the spiritual successor to
Mythos by the publisher
Chaosium. Chaosium licensed the game to
Fantasy Flight Games who produced the CCG. In Russia, 2003 marked the release of
Berserk, the first Russian CCG. Its grid-based battlefield and emphasis on card placement drew some comparisons with
board wargames. The game would run for 12 years, before being discontinued in 2015. It was later relaunched in 2023. 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. Another development was
Pokémon, originally published in English by Wizards, having its publishing rights transferred to
Pokémon USA, Inc. in June 2003.
The CCG renaissance continues (2006–present) The previous year's influx of
new CCGs continued into 2006. Riding on the success of the popular
PC Game World of Warcraft,
Blizzard Entertainment licensed Upper Deck to publish a TCG based on the game. 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. Following previous trends, Japanese-influenced CCGs continued to enter the market. These games were either based on cartoons, anime, or manga and included:
Naruto,
Avatar: The Last Airbender,
Bleach,
Rangers Strike and the classic series
Robotech.
Dragon Ball GT was rebooted once again in 2008 and renamed as
Dragon Ball. Many other franchises were made into CCGs with a few reboots. Notable ones included
Cardfight!! 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. Publisher Alderac released the
City of Heroes CCG based on the
City of Heroes PC game. Another video game,
Kingdom Hearts for the PS2, was turned into the
Kingdom Hearts TCG by
Tomy. 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 ''
of Indonesia. By the end of 2008, trouble was brewing between Konami, who owned the rights to Yu-Gi-Oh!
and its licensee Upper Deck. Meanwhile, strong sales continued with the three top CCGs of Pokémon
, Yu-Gi-Oh!
, and Magic: the Gathering
. The Warhammer series Dark Millennium'' ended its run in 2007.
Magic: the Gathering saw a large player boom in 2009, with the release of the
Zendikar expansion. The spike in the number of
Magic players continued for a few years and leveled off by 2015. Interest also developed with their multiplayer format called
Commander. This increase in the player base created a
Magic subculture based on
finance speculation. New players entering the market from 2009 to 2015 desired cards that were printed before 2009 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. 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. 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. Between the time period of 2008 to 2016, Magic: the Gathering sold over 20 billion cards. The collectible cards, according to president Dean Irwin, proved to be moderately successful, so Enterplay reprinted the premiere release set mid-February 2014. In March 2018, it was announced that PlayFusion and
Games Workshop would team up to create a new
Warhammer trading card game. Forbes reported that the global Trading Card Game market size in 2022 was valued at $2.99 billion and it is expected to reach $4.2 billion by 2028. ==Reception==