A collectible card game (CCG), also called a trading card game (TCG) or customizable card game, is a kind of card game that first emerged in 1993 and consists of specially designed sets of playing cards. Terms such as “collectible” and “trading” are used interchangeably because of copyrights and marketing strategies of game companies.[1] The rudimentary definition requires the game to resemble trading cards in shape and function, be mass-produced for trading or collectibility, and it must have rules for strategic game play.[2][3] The definition of CCGs is further refined as being a card game in which the player uses his own deck with cards primarily sold in random assortments. Acquiring these cards may be done by trading with other players or buying card packs. If every card in the game can be obtained by making a small number of purchases, or if the manufacturer does not market it as a CCG, then it is not a CCG.[4] Successful CCGs typically have upwards of thousands of unique cards, with the most successful one, Magic: The Gathering, having nearly 15,000.
Typically, a CCG is initially played using a starter deck, or intro deck, which has a basic complement of cards that can be used to play the game. This deck may be expanded or modified with cards from booster packs, which contain a random selection of cards of varying rarities, usually between 8 and 15 cards. One of these cards is a rare or unique card that is much harder to obtain than the remaining cards and often has a higher value than the rest. These values can change over time as distribution changes, cards become banned in playing formats, or the metagame is altered by interactions with new cards. Eventually, with enough cards, players may create new decks from scratch.