Yu Yu Hakusho Trading Card Game
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Yu Yu Hakusho Trading Card Game
The ''Yu Yu Hakusho Trading Card Game'' was first published in 2003 by Score Entertainment, and is based on the anime and manga series ''YuYu Hakusho'' (the series is spelled ''Yu Yu Hakusho'' in FUNimation's anime version and spelled ''YuYu Hakusho'' in the Viz English manga). It is a two-player tournament-styled collectible card game; each player uses a deck of forty-four or more cards that is headed by a team of four character cards. The game was discontinued in 2005. Expansions Six expansions were released for the Yu Yu Hakusho TCG: * Base Set * Dark Tournament * Gateway * Exile * Betrayal * Alliance Tournament cards were distributed at tournaments in special packs called spirit packs. Promotional cards could be acquired in many ways: buying magazines or DVDs, or attending tournaments or special events. Alliance did not have any tournament or promotional cards. In addition, special league cards could be acquired by joining a league. In addition, a "mystery card" called "T ...
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Score Entertainment
Score Entertainment was a trading card design and manufacturing company based in Arlington, Texas. Their first card game was the Dragon Ball Z: Collectible Card Game in 2000. Score Entertainment was a member of the Donruss Playoff LP family of companies. Donruss Playoff LP was bought out in early 2009 by Panini America and Score Entertainment was closed down. Trading cards and games As with several other companies in the trading card and collectible card game industries, Score Entertainment licensed popular intellectual properties for their games and trading cards. These are drawn from a variety of television programs, animated series, and video games. Their game properties included the following: * Bleach Trading Card Game * Buffy the Vampire Slayer Collectible Card Game * Case Closed Trading Card Game * Dragon Ball GT Trading Card Game * Dragon Ball Z Collectible Card Game * Dragon Ball Z Trading Card Game * Dragon Booster Trading Card Game * Fruits Basket: Friends ...
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Fictional Character
In fiction, a character (or speaker, in poetry) is a person or other being in a narrative (such as a novel, play, radio or television series, music, film, or video game). The character may be entirely fictional or based on a real-life person, in which case the distinction of a "fictional" versus "real" character may be made. Derived from the Ancient Greek word , the English word dates from the Restoration, although it became widely used after its appearance in '' Tom Jones'' by Henry Fielding in 1749. From this, the sense of "a part played by an actor" developed.Harrison (1998, 51-2) quotation: (Before this development, the term ''dramatis personae'', naturalized in English from Latin and meaning "masks of the drama," encapsulated the notion of characters from the literal aspect of masks.) Character, particularly when enacted by an actor in the theatre or cinema, involves "the illusion of being a human person". In literature, characters guide readers through their stories, hel ...
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Inquest Gamer
''InQuest Gamer'' was a monthly magazine for game reviews and news that was published from 1995 to 2007. Originally, the magazine was named ''InQuest'' and focused solely on collectible card games (CCGs); ''InQuest'', along with its competitor ''Scrye'', were the two major CCG magazines. Later, the magazine changed its focus to cover a wider range of games, including role-playing games, computer and video games, collectible miniature games, board games, and others. The magazine was published by Wizard Entertainment (not to be confused with Wizards of the Coast, which produced its own CCG magazine, '' The Duelist''). History and profile ''InQuest'' #0, the first issue, was published in April 1995. For issue #46 (February 1999), ''InQuest'' changed its name to ''InQuest Gamer'' (with ''Gamer'' in large text on the cover), clearly announcing that it was a magazine about games. Issue #53 made the ''InQuest'' title more prominent on the cover again and it had not been changed since then ...
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Power Creep
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Playing Field
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds. Many prominent researchers in the field of psychology, including Melanie Klein, Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky have erroneously viewed play as confined to the human species, believing play was important for human development and using different research methods to prove their theories. Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an impor ...
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Plot Twists
A plot twist is a literary technique that introduces a radical change in the direction or expected outcome of the plot in a work of fiction. When it happens near the end of a story, it is known as a twist or surprise ending. It may change the audience's perception of the preceding events, or introduce a new conflict that places it in a different context. A plot twist may be foreshadowed, to prepare the audience to accept it. There are a variety of methods used to execute a plot twist, such as withholding information from the audience or misleading it with ambiguous or false information. Revealing a plot twist to readers or viewers in advance is commonly regarded as a "spoiler", since the effectiveness of a plot twist usually relies on the audience's not having expected it. Even revealing the fact that a work contains plot twists – especially at the ending – can also be controversial, as it changes the audience's expectations. However, at least one study suggests that this doe ...
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Self-defense
Self-defense (self-defence primarily in Commonwealth English) is a countermeasure that involves defending the health and well-being of oneself from harm. The use of the right of self-defense as a legal justification for the use of force in times of danger is available in many jurisdictions. Physical Physical self-defense is the use of physical force to counter an immediate threat of violence. Such force can be either armed or unarmed. In either case, the chances of success depend on various parameters, related to the severity of the threat on one hand, but also on the mental and physical preparedness of the defender. Unarmed Many styles of martial arts are practiced for self-defense or include self-defense techniques. Some styles train primarily for self-defense, while other combat sports can be effectively applied for self-defense. Some martial arts train how to escape from a knife or gun situation or how to break away from a punch, while others train how to attack. To ...
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Alignment (role-playing Games)
In some role-playing games (RPGs), alignment is a categorization of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game. Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil. A basic distinction can be made between alignment typologies, based on one or more sets of systematic moral categories, and mechanics that either assign characters a degree of adherence to a single set of ethical characteristics or allow players to incorporate a wide range of motivations and personality characteristics into gameplay. Alignment typologies ''Dungeons & Dragons'' The original ''Dungeons & Dragons'' (D&D) game created a three-alignment system of law, n ...
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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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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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Viz Communications
VIZ Media LLC is an American manga publisher, anime distributor and entertainment company headquartered in San Francisco, California. It was founded in 1986 as VIZ LLC. In 2005, VIZ LLC and ShoPro Entertainment merged to form the current VIZ Media LLC, which is owned by Japanese publishing conglomerates Shueisha and Shogakukan, as well as Japanese production company Shogakukan-Shueisha Productions (ShoPro). In 2017, Viz Media was the largest publisher of graphic novels in the United States, with a 23% share of the market. In 2020, Viz Media saw a 70% growth in the U.S. market, in line with a 43% increase in overall manga sales in the United States the same year. Early history Seiji Horibuchi, originally from Tokushima Prefecture in Shikoku, Japan, moved to California, United States in 1975. After living in the suburbs for almost two years, he moved to San Francisco, where he started a business exporting American cultural items to Japan, and became a writer of cultural infor ...
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