A late night walk conversation got me thinking about this topic, so you get another journal post about card games. Skip if this isn’t interesting to you.
I was thinking that there’s roughly three types of card games, at least that are based on licensed properties. (We’re going to ignore games that have original properties, such as what Magic used to be, or the WARS or L5R or Force of Will games.)
The first is a card game that is designed for (and around) a specific property, and the mechanics and gameplay are so tightly integrated with that property that there’s no way you could separate them. Star Trek (particularly 1E) is probably the best example of this: You can’t slap something like Star Wars or Battlestar Galactica on the engine and have it actually feel correct (because the primary goal in those games would be combat, not exploration of planets on a spaceline).
The Austin Powers card game is another good example, because it’s the right blend of absurdity and comedy on top of a spy theme that you couldn’t put on top of James Bond (for example). The original DBZ CCG probably also belongs in this group because, while the idea of controlling a character and playing cards to attack your opponents isn’t hyper-specific, mechanics such as powering up and gaining anger to level up are very much drawn directly from the IP and are critical to the game. These mechanics wouldn’t make particular sense with anything else. (And, of course, collect 7 dragon balls as the alternate win condition.)
The second is card game “systems”, such as VS System, QuickStrike, MetaX, or UFS/Universus. (Or, yes, what Magic has become.) Even if these engines start out as somewhat specialized, that specialization often gives way (probably thanks to financial pressures or incentives) to pulling in fairly unrelated properties. (And, of course, engines like Union Arena are just designed to combine whatever the heck they want, together.)
VS System and MetaX both started as superhero games. VS’ mechanics were somewhat superhero themed, but the general idea of “fighting other characters in formation” and “playing cards to surprise your opponents” were so general that they were able (in VS 2PGCG) to slap on arbitrary other properties such as X-Files, Alien, and even pro wrestling. MetaX had an Attack on Titan set that worked with the mechanics just as well as Superman or Batman did.
Universus is probably the most interesting example of this (and one that’s particularly near and dear to my heart, because it’s one of my favorite card games), because it started out very much with a fighting game theme. The attacks were fighting game moves (and special moves). Foundations were training the characters went through. Keywords such as “combo” and “reversal” were very much fighting attack mechanics. But the engine was so good that they soon started slapping just about every property onto it, such as Yu Yu Hakusho, Godzilla, TMNT, My Hero Academia, Critical Role, and Star Trek Lower Decks. The last one, in particular, is such a skin-deep layer on top of the gameplay that it’s funny to think about, but… that doesn’t matter. The game is great. People come for the game. The theme is secondary.
The third type of game is where (the majority of) the game mechanics are designed first, and then a property is slapped on top later. I don’t know of any direct examples of this, but there are enough games with fairly generic mechanics that I’m sure there were plenty of game designers with mechanics sketched out, which just needed some slight refining and theming when a company came along with an IP for them.
I would speculate that things like World of Warcraft and Bleach fall into this category. While I’m sure these games were ultimately fleshed out specifically for the properties, there’s nothing in the gameplay that ties them to those properties. “Control a hero and recruit allies to fight another hero, with a type of card providing energy to play other cards” is the basis of both games, and that description could easily work with so many other IPs.
In any case… I dumped a big update to my defunct TCG website today, and posted an unboxing video on YouTube. More videos (including an actual episode, with actual information about a card game) will be coming soon as well.
All of this has recently been supported by “Alan is playing lots of card games, including defunct card games, with bblum”. I’m so glad to have been able to get back into UFS/Universus, and I’ve been getting a good introduction (and exposure to) Netrunner, and generally there are so many card games happening right now, in the best possible way.
Go go gadget hyperfixate.
Life is amazing.




















