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Neopets Trading Card Game
The 'Neopets TCG' is an out-of-print collectible card game and a spin-off of the popular virtual pet browser game, Neopets. The game was launched in 2003 and produced by Wizards of the Coast, a large Trading card game, trading card company that produces a variety of other trading card games. Neopets is aimed at a slightly younger audience than other Wizards of the Coast offerings such as ''Magic: The Gathering''. As with many other trading card games, the cards serve two purposes, collecting and playing a game. The card game was discontinued in 2006. Gameplay overview ''Neopets TCG'' is a two-player game, where each player has a play deck of at least 40 cards and a separate deck of at least 10 Basic Neopets. Most deck-building articles suggest a limit of 2-3 species for the Basic Neopets, along with a minimum of 20 Item and/or Equipment cards (essentially half of the deck). Each card may have only 3 copies included. Players start with a single Neopet on the first turn, moving u ...
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Mike Elliott (game Designer)
Mike Elliott (sometimes credited as Michael Elliott) is a Seattle-based board game, card game and mobile game designer whose titles include ''Magic: The Gathering'', ''Thunderstone (card game), Thunderstone'', and ''Battle Spirits Trading Card Game''. ''Magic'' head designer Mark Rosewater called him "one of the most prolific ''Magic'' designers in the history of the game."Mark Rosewater (March 8, 2004)"Sliver me Timbers" Wizards of the Coast. Retrieved October 4, 2013. He was inducted into the Origins Award, Academy of Adventure Gaming Arts & Design Hall of Fame at the 2017 Origins Game Fair. Career While living in Phoenix, Arizona in the early 1990s, Elliott and several of his friends were active bridge players and competed regularly in tournaments. One evening after a tournament, a friend introduced the group to the ''Magic: The Gathering'' trading card game. When Elliott returned home he purchased the game and began playing in ''Magic'' tournaments. While at a ''Magic'' tournamen ...
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Witchcraft
Witchcraft is the use of Magic (supernatural), magic by a person called a witch. Traditionally, "witchcraft" means the use of magic to inflict supernatural harm or misfortune on others, and this remains the most common and widespread meaning. According to ''Encyclopedia Britannica'', "Witchcraft thus defined exists more in the imagination", but it "has constituted for many cultures a viable explanation of evil in the world". The belief in witches has been found throughout history in a great number of societies worldwide. Most of these societies have used Apotropaic magic, protective magic or counter-magic against witchcraft, and have shunned, banished, imprisoned, physically punished or killed alleged witches. Anthropologists use the term "witchcraft" for similar beliefs about harmful occult practices in different cultures, and these societies often use the term when speaking in English. Belief in witchcraft as malevolent magic is attested from #Ancient Mesopotamian religion ...
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Collectible Card Games Based On Video Games
A collectable (collectible or collector's item) is any object regarded as being of value or interest to a collector. Collectable items are not necessarily monetarily valuable or uncommon. There are numerous types of collectables and terms to denote those types. An antique is a collectable that is old. A curio is something deemed unique, uncommon, or weird, such as a decorative item. A manufactured collectable is an item made specifically for people to collect.Danziger, Pamela (July 1, 1069)''Why People Buy Things They Don't Need: Understanding and Predicting Consumer Behavior'' Kaplan Publishing. The business of collectables Created to be collected A manufactured collectable (often referred to as a contemporary collectable) is an item made specifically for people to collect. Examples of items commonly sold as collectables include plates, figurines, bells, graphics, steins, dolls, and art. Some companies that produce manufactured collectables are members of The Gift and ...
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Card Games Introduced In 2003
Card or The Card may refer to: Common uses * Plastic cards of various types: **Bank card ** Credit card **Debit card **Payment card * Playing card, used in games * Printed circuit board, or card * Greeting card, given on special occasions Arts and entertainment * ''The Card'', a 1911 novel by Arnold Bennett ** ''The Card'' (1922 film), based on the novel ** ''The Card'' (1952 film), based on the novel ** ''The Card'' (musical), 1973, based on the novel * ''The Card'', a 2012 novel by Graham Rawle * "The Card" (''The Twilight Zone''), a TV episode * "The Card", an episode of ''SpongeBob SquarePants'' (season 6) Businesses and organisations * American Committee for Devastated France (''Comité Américain pour les Régions Dévastées de France''), a group of American women in France after * Campaign Against Racial Discrimination, a British organization, founded in 1964–67 * Center for Autism and Related Disorders, an American applied behavior analysis provider * Wolfso ...
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Scrye
''SCRYE'' (''Scrye Collectible Card Game Checklist and Price Guide'') was a gaming magazine published from 1994 to April 2009 by Scrye, Inc. It was the longest-running periodical to have reported on the collectible card game hobby. It was also the leading print resource for secondary-market prices on '' Magic: The Gathering''. The name, a registered trademark, is adapted from the Middle English word ''scry'' meaning "to foretell the future through a suitable medium". History Joanne M. White, publisher of the role-playing game magazine '' Cryptych'', launched the magazine in mid-1994 after being introduced to ''Magic'' by its publisher, Wizards of the Coast's Peter Adkison, in July 1993. Issue #4, dated February 1995, was the first issue to carry a publication date, leaving the magazine's exact launch date difficult to determine. In 1996 ''SCRYE'' published a second magazine as a market test. The magazine ''Mastyr'', covered tournament Magic. Sales were not strong enough to sup ...
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Zombie
A zombie (Haitian French: ; ; Kikongo: ''zumbi'') is a mythological undead corporeal revenant created through the reanimation of a corpse. In modern popular culture, zombies appear in horror genre works. The term comes from Haitian folklore, in which a ''zombie'' is a dead body reanimated through various methods, most commonly magical practices in religions like Vodou. Modern media depictions of the reanimation of the dead often do not involve magic but rather science fictional methods such as fungi, radiation, gases, diseases, plants, bacteria, viruses, etc. Zombies are real-life individuals in Haiti who have undergone a religious punishment called zombification for committing crimes such as rape or land theft. They are drugged, buried alive, exhumed and then enslaved by secret societies in Haiti. This practice became the basis for the zombie myth of a resurrected corpse. The English word "zombie" was first recorded in 1819 in a history of Brazil by the poet Robert S ...
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Werewolf
In folklore, a werewolf (), or occasionally lycanthrope (from Ancient Greek ), is an individual who can shapeshifting, shapeshift into a wolf, or especially in modern film, a Shapeshifting, therianthropic Hybrid beasts in folklore, hybrid wolf–humanlike creature, either purposely or after being placed under a curse or affliction, often a bite or the occasional scratch from another werewolf, with the transformations occurring on the night of a full moon. Early sources for belief in this ability or affliction, called lycanthropy, are Petronius (27–66) and Gervase of Tilbury (1150–1228). The werewolf is a widespread concept in European folklore, existing in many variants, which are related by a common development of a Christianization, Christian interpretation of underlying European folklore developed during the Middle Ages. From the early modern period, werewolf beliefs spread to the New World with colonialism. Belief in werewolves developed in parallel to the belief in Eu ...
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Ghost
In folklore, a ghost is the soul or Spirit (supernatural entity), spirit of a dead Human, person or non-human animal that is believed by some people to be able to appear to the living. In ghostlore, descriptions of ghosts vary widely, from an invisible presence to translucent or barely visible wispy shapes to realistic, lifelike forms. The deliberate attempt to contact the spirit of a deceased person is known as necromancy, or in Kardecist spiritism, spiritism as a ''séance''. Other terms associated with it are apparition, haunt, haint, phantom, poltergeist, Shade (mythology), shade, specter, spirit, spook, wraith, demon, and ghoul. The belief in the existence of an afterlife, as well as manifestations of the spirits of the dead, is widespread, dating back to animism or ancestor worship in pre-literate cultures. Certain religious practices—funeral rites, exorcisms, and some practices of Spiritualism (beliefs), spiritualism and ritual magic—are specifically designed to re ...
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PlayStation 2
The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 November, in Australia on 30 November, and other regions thereafter. It is the successor to the PlayStation (console), original PlayStation, as well as the second instalment in the PlayStation brand of consoles. As a sixth generation of video game consoles, sixth-generation console, it competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox (console), Xbox. Announced in 1999, Sony began developing the console after the immense success of its predecessor. In addition to serving as a game console, it features a built-in DVD drive and was priced competitively with standalone DVD players of the time, enhancing its value. Full backward compatibility with original PlayStation games and accessories gave it access to a vast launch libra ...
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The Darkest Faerie
''Neopets: The Darkest Faerie'' is a 2005 action-adventure game developed by Idol Minds and published by Sony Computer Entertainment for the PlayStation 2. It was only released in North America and is a spin-off of the browser game ''Neopets''. Plot ''Neopets: The Darkest Faerie'' is set in "Neopia", the land of the Neopets universe, which is inhabited by anthropomorphic versions of Neopets species. The plot is based on a story written by Neopets founder Adam Powell. Long ago, the Faerie queen Fyora imprisoned a dark faerie at the bottom of the Maraquan sea as punishment for attempting to take over the realm, with her name erased from history and her being remembered only as 'the Darkest Faerie'. However, after a thousand years, the spell imprisoning her has weakened and breaks, and she escapes, returning to the surface intent on conquering the realm of Neopia and exacting revenge upon Fyora. The game begins with Tormund Ellis (nicknamed "Tor"), a young Lupe farm boy who dream ...
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Middle Ages
In the history of Europe, the Middle Ages or medieval period lasted approximately from the 5th to the late 15th centuries, similarly to the post-classical period of global history. It began with the fall of the Western Roman Empire and transitioned into the Renaissance and the Age of Discovery. The Middle Ages is the middle period of the three traditional divisions of Western history: classical antiquity, the medieval period, and the modern period. The medieval period is itself subdivided into the Early, High, and Late Middle Ages. Population decline, counterurbanisation, the collapse of centralised authority, invasions, and mass migrations of tribes, which had begun in late antiquity, continued into the Early Middle Ages. The large-scale movements of the Migration Period, including various Germanic peoples, formed new kingdoms in what remained of the Western Roman Empire. In the 7th century, North Africa and the Middle East—once part of the Byzantine Empire� ...
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Feudalism
Feudalism, also known as the feudal system, was a combination of legal, economic, military, cultural, and political customs that flourished in Middle Ages, medieval Europe from the 9th to 15th centuries. Broadly defined, it was a way of structuring society around relationships derived from the holding of land in exchange for service or labour. The classic definition, by François Louis Ganshof (1944),François Louis Ganshof (1944). ''Qu'est-ce que la féodalité''. Translated into English by Philip Grierson as ''Feudalism'', with a foreword by F. M. Stenton, 1st ed.: New York and London, 1952; 2nd ed: 1961; 3rd ed.: 1976. describes a set of reciprocal legal and Medieval warfare, military obligations of the warrior nobility and revolved around the key concepts of lords, vassals, and fiefs. A broader definition, as described by Marc Bloch (1939), includes not only the obligations of the warrior nobility but the obligations of all three estates of the realm: the nobility, the cl ...
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