Card Games
Card games
A card game is any game in which playing cards, whether traditional or specific, are used as the main medium.
There are countless card games, including games that are related in type (e.g. different types of poker). A small number of card games played with traditional decks have formally standardized rules, in which international tournaments are held, but most are folk games whose rules vary by region and culture.
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Traditional card games are played with a deck or pack of playing cards that are the same size and shape. Each card has two sides, a face and a reverse. Usually the backs of the cards are indistinguishable. All card faces may be unique or there may be duplicates in the deck. The composition of the deck is known to each player. Modern card games usually have specific decks, often with more cards, and may contain number cards or action cards. This type of game is generally considered part of board games.
Games using playing cards take advantage of the fact that the cards are individually identifiable from only one side, so that each player knows only the cards they are holding and not those held by someone else. But even this rule is often broken in recent years by modern board games (Hanabi, Tribes of the Wind, and others). For this reason, card games are often characterized as having a high degree of chance. Many games that are not generally classified in the card game family actually use cards for some aspects of their mechanics.
Some pure card games, on the other hand, include a game board (Cribbage, etc.). The difference is that the playability of a card game depends primarily on the player's use of cards (the game board serves as a guide for counting scores or for placing cards), while board games (the main genre that does not use cards) usually focus on the players' positions on the game board and use the cards for some secondary purpose.
The basic types of card games
Stack games
The object of a stacked game is to play several rounds or stacks, in which each player plays one card from his or her hand and, based on the values of the cards played, one player wins or "takes" the stack. The specific objective varies from game to game and may include winning as many stacks as possible, winning as many scoring cards as possible within the stacks won, winning as few stacks as possible (or as few penalty cards as possible), winning a specific stack in a hand, or winning the exact number of stacks. Popular examples are maria, bridge, whist, spades and various tarot card games.
Collecting sets
The goal of a matching (or sometimes "melding") game is to get certain groups of the same cards before your opponent does. In Rummy, this is done through moves and discards, and these groups are called melds. Mahjong is a very similar game that is played with stones instead of cards. Examples of non-rummy match games generally fall into the "fishing" genre and include the children's games Go Fish and Old Maid.
Bluffing games
In bluffing card games, players try to outwit their teammates by playing cards and sharing information about their perceived values or types. A typical representative is the game Bluff!
Solitaire Card Games
Solitaire games are designed for single players. Most games start with a particular layout of cards, called a tableau, and the goal is then to either build a more complex final layout or to clear the tableau and/or draw pile or stock by moving all the cards to one or more "discard" or "foundation" piles. A classic representative is the game of Solitaire.
Collectible Card Games (CCG)
CCGs, or Collectible Card Games, are strategy games designed most often for two players. Each player has his or her own deck assembled from the very large pool of unique cards on the market. The cards have different effects, costs, and artwork. New sets of cards are released periodically, sold as starter decks or booster decks with random cards. Acquiring different cards makes the game a collectible card game, and cards are sold or traded on the secondary market. The most famous representatives are Magic: The Gathering, Pokémon, and Yu-Gi-Oh!
Live Card Games (LCG)
LCGs, or Living Card Games, are similar to collectible card games (CCGs), but their most distinctive feature is their distribution method, which breaks away from the traditional collectible card game format. While new cards for CCGs are usually sold in the form of starter packs or boosters (these are often random), LCGs thrive on a model that requires players to purchase one basic set in order to play a game that they can further customize by acquiring additional sets or expansions with new content in the form of cards or scenarios with a precise composition of cards in each pack. There is no randomization involved in this process, so players who get the same sets or expansions get exactly the same content. This term was popularized by Fantasy Flight Games (FFG) and applies primarily to their products, however it can be observed that some board game companies use a very similar model. Representatives are Arkham Horror, Marvel Champions and Star Wars - all subtitled The card game.
Deck-building games
These are card games in which the main element is the building of a deck of cards over the course of a game. Deck-building games are similar to collectible card games (CCGs) in that each player has their own deck. However, unlike CCGs, cards are not sold in randomly selected decks, and most of the deck building is done during the game, not before the game. In fact, deck building is the main mechanic of these games. The founder of this genre is Donald X. Vaccarino with his 2008 title Dominion. Other well-known deckbuilding games include Star Realms, the Legendary series, and others.
Product sorting
List of products
Mesos: The Cave Promo pack with the Czech Rulebook.
Unlock! Short adventures is a series of escape adventures for up to six players. With 30 to 45 minutes on the clock, players work through a deck of 30 cards as a team, searching for clues, combining objects, and solving puzzles. The free Unlock! companion app runs the timer while also providing clues, offering hints, and confirming successes. Once the team has reached a solution and entered the...
Broaden your horizons with twelve event cards that bring unique rules and unexpected twists to every round of Sea Salt & Paper. Try out new effects for familiar card pairs that let you harm your opponents or replenish your hand more effectively. Keep a close eye on the water level, because with this expansion, you might need fewer mermaids than usual to win.
Code Names: Return to Hogwarts offers a fresh take on the classic word association game Code Names, while also introducing new thematic mechanics that change the gameplay for both longtime fans and new players alike. So if you enjoy Code Names or Harry Potter, you need this new release!
Introducing André Patel, the latest and greatest star of the silver screen! With a smile and a wink, André steals the show with his extra actions and versatility, ensuring that every scene is a blockbuster performance.
As the enigmatic secrets of the Mythos begin to unfold, it takes a keen mind like Carolyn Fern’s to help piece everything together. With her intellect and deep understanding of the human mind, Carolyn can heal horror from her fellow investigators while cracking mysteries of the unknown.
When spirits are low, Marie Lambeau strides onto the stage to lift them back up with an enchanting song. Hard times call for harder resolve, and Marie uses the gifts of her family’s dark legacy to turn her pain into literal power.
The woods near Arkham have more than just wildlife lurking about, as Miguel de la Cruz has learned firsthand. Still, even horrific monstrosities can fall prey to a hunter’s traps, and Miguel’s traps are second to none, letting him track and ensnare his enemies with ease.
No longer a rookie, Tommy Muldoon is here to put his experience as a police officer to good use on the streets of Arkham. Wielding firearms and focus in equal measure, Tommy is ready to protect the innocent and fend off foes.
The world has changed. The page has turned. And now, a new chapter awaits. Introducing the newest core set for Arkham Horror: The Card Game! Serving simultaneously as both a continuation and a fresh starting point, this new core set heralds the beginning of Chapter Two for the game. Taking place several months after the city of Arkham suffered a devastating calamity, this box provides a new...
The Barbarian enters the Mad King’s arena, ready to crush anything in his path. Subtlety is overrated. Why scheme when you can smash? Armed with raw fury and overwhelming force, the Barbarian charges headfirst into battle, leaving shattered armor, stunned foes, and ringing ears in his wake. The Barbarian brings brutal strength to the arena with a simple yet deadly fighting style. Known for...
The Moon Elf enters the Mad King’s arena, guided by the light of the moon. From the shadows of the forest vale, she draws quiet power and deadly focus. With a giant longbow in hand and moonlit precision in every shot, her exploding arrows pierce even the toughest armor as foes fall before they ever close the distance. Swift, nimble, and elusive, the Moon Elf controls the battlefield with...
The Pyromancer enters the Mad King’s arena, bringing swift, scorching destruction in her wake. Restraint is not in her nature, only fire, explosions, and overwhelming force. A true glass cannon, she incinerates her enemies with relentless blazing attacks, turning even the fiercest foes to ash. Master of the inferno, the Pyromancer’s offense is her defense. Her strikes ignite enemies turn after...
The Shadow Thief enters the Mad King’s arena, moving unseen and striking with deadly precision. He doesn’t rush, he thrives on the long con. Slipping through shadows, poisoning enemies, and carefully planning each move, he leaves victims unaware of the danger until it’s too late. With devious abilities and custom dice, the Shadow Thief poisons, evades, and manipulates the battlefield. Every...
The Pale Lady enters the Mad King’s arena, deceptively delicate yet deadly. Don’t be fooled by her fragile appearance. She corners her foes with cunning before transforming into a savage Werewolf, making every roll a threat in fast-paced battles. Manipulating and outsmarting her opponents, the Pale Lady strikes with precision before unleashing her full ferocity. Etiquette and rules may attempt...
The Headless Horseman enters the Mad King’s arena, charging with thundering hooves and a horrifying Haunted Head. Swinging deadly axes and striking with terrifying speed, he turns every roll into a relentless assault that leaves foes reeling. Galloping across the battlefield, the Headless Horseman spreads fear with every movement. His Haunted Head terrifies all who glimpse it, while high-speed...
The Raveness enters the Mad King’s arena, nevermore to be ignored. All who hear the gentle rapping at their chamber door beware: the Raveness and her raven Nevermore descend, circling and ensnaring, sending fear into the weak and poor, consuming all in their path.
The Necromancer enters the Mad King’s arena, commanding death itself. Who needs friends when you can raise your own? The supreme Skeletal Sergeant, the master of Bone Golems, and the life of the Deadman’s Party. Just when the battle seems quiet, the Necromancer resurrects allies to keep the fight raging.
The Alchemist steps into the Mad King’s arena—ready to transmute chaos into victory! Each year, champions battle for the ultimate prize: The Throne. Will your mastery of science and sorcery be enough to claim it?
The Druid enters the Mad King’s arena, answering the call of the wild. Transforming into a formidable bear to withstand heavy blows and a ferocious cat to strike with powerful attacks, the Druid adapts to every challenge the battlefield presents. With mastery over nature and shapeshifting, the Druid can soak damage, unleash devastating attacks, and control the flow of combat. Every roll...
The Duelist enters the Mad King’s arena, dashing with deadly elegance. This dancing debonair disarms dastardly foes with flashy footwork, striking from unexpected angles—whether stepping forward with flair or falling backward with precision, his style is as lethal as it is captivating. With his all-new Footwork mechanic, the Duelist slashes, parries, and dazzles opponents, turning each movement...
The Forgemaster enters the Mad King’s arena, driven by the quest for ultimate riches. Short, stout, and unstoppable once fully armored, he mines the battlefield for gold, diamond, and the rarest ore: Ultimanium. Focused on crafting the finest armor for himself, he’ll lend a helping hand to allies… if they also sport a beard. With his mastery of crafting and equipment, the Forgemaster upgrades...
The Sun Elf enters the Mad King’s arena, radiant and unstoppable. She does not hide her intent in shadows. Instead, she channels the power of the sun to heal herself and allies or strike devastatingly at her foes. Her brilliance illuminates the battlefield, and none can escape the reach of her light. Harnessing solar energy, the Sun Elf commands the sun itself, striking enemies with searing...
Upgrade your Alchemist with premium sleeves, a detailed hero sculpt, bonus cards, and stunning acrylic tokens—all crafted to elevate your Dice Throne experience.

