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Star Sisterz
Star Sisterz, also known as Star Sisterz: Collectible Charm Game is an out-of-print collectible card game by Wizards of the Coast based on a young adult book series of the same name. It was released in March 2003 and contained 231 cards and 100 charms (a kind of jewelry). Its focus was on the tween girl market. The game and series are produced by Wizards of the Coast (a subsidiary of Hasbro) and is the company's "first card game that specifically targets girls". Wizards of the Coast's truth-dare card game targets girls
''Seattle Post-Intelligencer''
Wizards of the Coast has reported that the game's domestic sales have "met expectations".


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Wizards Of The Coast
Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidiary of Hasbro, which acquired the company in 1999. During a February 2021 reorganization at Hasbro, Wizards of the Coast became the lead part of the new "Wizards & Digital" division. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with ''Magic: The Gathering'' in the mid-1990s. It also acquired the popular ''Dungeons & Dragons'' role-playing game by buying TSR (company), TSR and increased its success by publishing the licensed ''Pokémon Trading Card Game''. The company's corporate headquarters are located in Renton, Washington, Renton, Washington (state), Washington, part of the Seattle metropolitan area. Wizards of the Coast publishes role-pl ...
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Collectible Card Game
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategy game, strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in 1993. Generally a Player (game), player may begin playing a CCG with a pre-made Booster pack#Starter deck, starter deck, and then customize their deck with a random assortment of cards acquired through booster packs, or from trading with other players, building up their own library of cards. As a player obtains more cards, they may create new decks from scratch from their library. Players are challenged to construct a deck within limits set by the CCG's rules that will allow them to outlast decks constructed by other players. Games are commonly played between two players, though Multiplayer game, multiplayer formats are also common. Gameplay in CCG is typically turn-based, with each player starting with a shuffled deck and on their turn, ...
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Young Adult Fiction
Young adult fiction (YA) is a category of fiction written for readers from 12 to 18 years of age. While the genre is primarily targeted at adolescents, approximately half of YA readers are adults. The subject matter and genres of YA correlate with the age and experience of the protagonist. The genres available in YA are expansive and include most of those found in adult fiction. Common themes related to YA include friendship, first love, relationships, and identity. Stories that focus on the specific challenges of youth are sometimes referred to as problem novels or coming-of-age novels. Young adult fiction was developed to soften the transition between children's novels and adult literature. History Beginning The history of young adult literature is tied to the history of how childhood and young adulthood has been perceived. One early writer to recognize young adults as a distinct age group was Sarah Trimmer, who, in 1802, described "young adulthood" as lasting from ages ...
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Tween
Preadolescence is a stage of human development following middle childhood and preceding adolescence.New Oxford American Dictionary. 2nd Edition. 2005. Oxford University Press. It commonly ends with the beginning of puberty. Preadolescence is commonly defined as ages 9–12 ending with the major onset of puberty. It may also be defined as simply the 2-year period before the major onset of puberty. Preadolescence can bring its own challenges and anxieties. Terminology A term used to refer to the preadolescent stage in everyday speech is tween and its perhaps older variants tweenie, tweeny, tweenager, and tweener. It's a blend (portmanteau) of the words "teen" and "between" in the sense of "between childhood and adolescence" and refers to 8-, 9-, or 10- to 12-year-olds. Sometimes the terms ''tweenie'' and ''tweenager'' are used to differentiate between older (10 to 15) and younger (7 to 11) age groups, respectively. While known as ''preadolescent'' in psychology, the terms ''pr ...
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Hasbro
Hasbro, Inc. (; a syllabic abbreviation of its original name, Hassenfeld Brothers) is an American multinational conglomerate holding company incorporated and headquartered in Pawtucket, Rhode Island. Hasbro owns the trademarks and products of Kenner, Milton Bradley, Parker Brothers, and Wizards of the Coast, among others. As of August 2020 over 81.5% of its shares were held by large financial institutions. Among its products are ''Transformers'', ''G.I. Joe'', ''Power Rangers'', '' Rom the Space Knight'', ''Micronauts'', ''M.A.S.K.'', ''Monopoly'', ''Furby'', ''Nerf'', ''Twister'', and '' My Little Pony'', and with the Entertainment One acquisition in 2019, franchises like Peppa Pig and PJ Masks. The Hasbro brand also spawned TV shows to promote its products, such as '' Family Game Night'' on the Discovery Family network, a joint venture with Warner Bros. Discovery. History Hassenfeld Brothers Three Polish-Jewish brothers, Herman, Hillel, and Henry Hassenfeld, founded Hass ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Truth Or Dare
Truth is the property of being in accord with fact or reality.Merriam-Webster's Online Dictionarytruth 2005 In everyday language, truth is typically ascribed to things that aim to represent reality or otherwise correspond to it, such as beliefs, propositions, and declarative sentences. Truth is usually held to be the opposite of falsehood. The concept of truth is discussed and debated in various contexts, including philosophy, art, theology, and science. Most human activities depend upon the concept, where its nature as a concept is assumed rather than being a subject of discussion; these include most of the sciences, law, journalism, and everyday life. Some philosophers view the concept of truth as basic, and unable to be explained in any terms that are more easily understood than the concept of truth itself. Most commonly, truth is viewed as the correspondence of language or thought to a mind-independent world. This is called the correspondence theory of truth. Various theori ...
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School Library Journal
''School Library Journal'' (''SLJ'') is an American monthly magazine containing reviews and other articles for school librarians, media specialists, and public librarians who work with young people. Articles cover a wide variety of topics, with a focus on technology, multimedia, and other information resources that are likely to interest young learners. Reviews are classified by the target audience of the publications: preschool; schoolchildren to 4th grade, grades 5 and up, and teens; and professional librarians themselves ("professional reading"). Fiction, non-fiction, and reference books books are reviewed, as are graphic novels, multimedia, and digital resources. History ''School Library Journal'' was founded by publisher R.R. Bowker in 1954, under the title ''Junior Libraries'' and by separation from its ''Library Journal''. The first issue was published on September 15, 1954. Gertrude Wolff was the first editor. Early in its history ''SLJ'' published nine issues each yea ...
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Card Games Introduced In 2003
Card or The Card may refer to: * Various types of plastic cards: **By type ***Magnetic stripe card ***Chip card *** Digital card **By function ***Payment card ****Credit card ****Debit card ****EC-card ****Identity card ****European Health Insurance Card ****Driver's license * Playing card, a card used in games * Printed circuit board * Punched card, a piece of stiff paper that holds digital data represented by the presence or absence of holes in predefined positions. *In communications ** Postcard ** Greeting card, an illustrated piece of card stock featuring an expression of friendship or other sentiment * \operatorname, in mathematical notation, a function that returns the cardinality of a set * Card, a tool for carding, the cleaning and aligning of fibers * Sports terms ** Card (sports), the lineup of the matches in an event ** Penalty card As a proper name People with the name * Card (surname) Companies * Cards Corp, a South Korean internet company Arts and entertainment * ...
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Collectible Card Games
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in 1993. Generally a player may begin playing a CCG with a pre-made starter deck, and then customize their deck with a random assortment of cards acquired through booster packs, or from trading with other players, building up their own library of cards. As a player obtains more cards, they may create new decks from scratch from their library. Players are challenged to construct a deck within limits set by the CCG's rules that will allow them to outlast decks constructed by other players. Games are commonly played between two players, though multiplayer formats are also common. Gameplay in CCG is typically turn-based, with each player starting with a shuffled deck and on their turn, drawing and playing cards to attack the other player and reduce their h ...
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