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Commented out the zces.


%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.



* ''VideoGame/MetalGearAcid'' and its sequel.

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* %%* ''VideoGame/MetalGearAcid'' and its sequel.



* The SNES port of ''VideoGame/PrincessMaker''.

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* %%* The SNES port of ''VideoGame/PrincessMaker''.



* ''Anime/DragonBallZ'' has a series of games that play like this.

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* %%* ''Anime/DragonBallZ'' has a series of games that play like this.



* ''VideoGame/SigmaHarmonics'', in a way similar to the above.

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* %%* ''VideoGame/SigmaHarmonics'', in a way similar to the above.



* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi Yomi]].

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* %%* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi Yomi]].



* The two ''Dodge Danpei'' games that were made by Creator/{{Sunsoft}} play this way, the first more so than the second.

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* %%* The two ''Dodge Danpei'' games that were made by Creator/{{Sunsoft}} play this way, the first more so than the second.

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* ''VideoGame/MegaManBattleNetwork''
** And the sequel series, ''VideoGame/MegaManStarForce'', even more so, since the "Battle Chip" cards of ''Battle Network'' are swapped out for actual cards.
*** In both, the explanation is that all the battles are virtual and the "cards" have attack data for you to use. Though that doesn't really explain why you need to select your attacks from a randomly selected hand, or why you discard attack data after using them once.

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* ''VideoGame/MegaManBattleNetwork''
** And the
''VideoGame/MegaManBattleNetwork'' and its sequel series, ''VideoGame/MegaManStarForce'', even more so, since the "Battle Chip" cards of ''Battle Network'' are swapped out for actual cards.
*** In both, the explanation is that all the
''VideoGame/MegaManStarForce'' both had battles are virtual and in which the "cards" have combatant had to process attack data for you to use. Though that doesn't really explain why you need to select your attacks produce weapons or abilities from either battle chips or battle cards, respectively (which would be carried in a folder and presented randomly selected hand, or why you discard attack data after using them once.to the participant during each battle).
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* ''VideoGame/{{SlayTheSpire}}'' revitalized the card-RPG genre with a generalized ruleset:
** You have a deck, while your enemies have a pre-generated but powerful moveset.
** Each turn, you draw cards from your draw pile and gain a specific number of action points (typically 3, which can then be modified based on the cards you play and any passive bonuses on your character). At the end of the turn, the cards you played and in your hand go to the discard pile, which is turned into the new draw pile once the old draw pile runs out of cards. Each card has an action point cost, with stronger cards requiring more action points or special conditions to play them, including exhaust which prevents the card from returning to the deck after reshuffling.
** Card types typically consist of Attack, Block (decreases non armor-piercing damage and is removed after the enemy's turn), Tactics (buffs/debuffs), and Items (can only be used a limited number of times, then they're removed from the deck permanently).
** All of the above are treated like skills you actually have instead of cards in a deck you hold.
** Other examples include Griftlands, Night of the Full Moon,
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* ''TabletopGame/LaceAndSteel'' features card-based dueling systems for [[SwordFight swordfighting]], [[WizardDuel sorcery]], and [[TalkingTheMonsterToDeath repartee]]
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* Combat in ''TabletopGame/FuryOfDracula'' is handled with a fairly basic card battle mechanic. Hunters have a few stock combat cards like Punch, Dodge and Escape, and can supplement these by finding & exchanging weapons, talismans and special abilities in the course of the game. Dracula has a more varied range of starting cards, including most of the [[ClassicalMovieVampire classic vampire powers]]. All combat cards have various combinations of icons that interact based on a TacticalRockPaperScissors mechanic, so the Hunters' main advantage is in Drac not knowing what other tricks they have up their sleeves, while they (usually) know exactly what he's capable of.
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Even if the rest of the series doesn't include it, the game does mention that the cards actually exist and are used to summon the items and creatures as seen in gameplay.


* ''VideoGame/PhantasyStarOnline Episode III: C.A.R.D Revolution'' (since the rest of the ''VideoGame/PhantasyStar'' series doesn't use cards like this)
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* ''VideoGame/{{Shadowverse}}'' is a straightforward CollectibleCardGame, but the story mode shows no indication of cards being used in any way.


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* The RPG ''TabletopGame/CastleFalkenstein'' uses playing cards as the main mechanic. This is explained as the game having been created InUniverse, by a game designer who ended up in the Falkenstein universe, and the prejudices of that world mean that gaming with dice just isn't "proper".
* The short-lived Creator/{{TSR}} SAGA system used special cards in place of dice, with unique decks for ''TabletopGame/{{Dragonlance}}: The Fifth Age'' and ''TabletopGame/MarvelSuperHeroes Adventure Game''.
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** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] on low health, he can unleash a shockwave that will ''remove any cards still scattered''.

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** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] is on low health, he can unleash a shockwave that will ''remove any cards still scattered''.
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** Even though the tutorial character explicitly says that the castle you enter is governed by cards, characters are seen to fight normally in cutscenes.
** The fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them'', so you have to pick them up while dodging attacks before you can fight again.

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** Even though the tutorial character [[spoiler:[[BigBad Marluxia]]]] explicitly says that the castle you enter game's setting, Castle Oblivion, is governed by cards, characters are seen to fight normally in cutscenes.
** The In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them'', them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again.again. Also, when [[spoiler:Marluxia]] on low health, he can unleash a shockwave that will ''remove any cards still scattered''.
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* ''VideoGame/{{Paladins}}'' has two types of cards utilized in the gameplay. A "loadout" deck which provides extra power to a Hero and their abilities, (20 cards for each hero, 5 each for the 3 non-ultimate abilities, and the last 5 for their main weapon and passive armor effects) that are unique for each hero, and 17 cards that are bought in-battle (Think like the equipment in a MOBA.) with four types: Defense, Utility, Healing, and Offence.

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* ''VideoGame/{{Paladins}}'' has two three types of cards utilized utilised in the its gameplay. A "loadout" deck which provides extra power and cooldown reductions to a Hero champion and their abilities, abilities (20 cards for each hero, champion, 5 each for the 3 non-ultimate their main three abilities, and the last 5 for their main weapon and passive armor effects) that which are unique for each hero, and 17 16 cards that are bought in-battle (Think like the equipment in a MOBA.) with four types: Defense, Utility, Healing, and Offence. There are also "Talent" cards, with one only available when a character comes out, but more unlock as you level them up. Talent cards compliment your loadout and massively change the gameplay style of the character.
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* The VSSystem video game had this in spades. The plot involved rather uninspired hero vs. villain comic book conflicts, just an excuse for an extended sequence of fight scenes. Every time there was a fight, you played cards. At least the computer's deck usually meshed well with the events of the plot, but, especially in the early phases of the game, it was impossible for you to construct a deck that meshed with what "you" were doing in the plot.

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* The VSSystem ''VS System'' video game had this in spades. The plot involved rather uninspired hero vs. villain comic book conflicts, just an excuse for an extended sequence of fight scenes. Every time there was a fight, you played cards. At least the computer's deck usually meshed well with the events of the plot, but, especially in the early phases of the game, it was impossible for you to construct a deck that meshed with what "you" were doing in the plot.

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[[AC:TabletopGames]]

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[[AC:TabletopGames]][[foldercontrol]]

[[folder:Tabletop Games]]



* In ''TabletopGame/DungeonsAndDragons'' edition 3.5, the ''Tome of Battle'' supplement came with online "maneuver cards" which could be printed out for quick reference of the effects of different martial techniques. Given that the [[{{Determinator}} Crusader]] class from said supplement had a limited pool of maneuvers which expanded randomly on each turn, it was extremely common for Crusader players to keep a deck of maneuver cards which they could draw from and shuffle.

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* In ''TabletopGame/DungeonsAndDragons'' edition 3.5, the ''Tome of Battle'' supplement came with online "maneuver cards" which could be printed out for quick reference of the effects of different martial techniques. Given that the [[{{Determinator}} Crusader]] Crusader class from said supplement had a limited pool of maneuvers which expanded randomly on each turn, it was extremely common for Crusader players to keep a deck of maneuver cards which they could draw from and shuffle.




[[AC:VideoGames]]

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\n[[AC:VideoGames]][[/folder]]

[[folder:Video Games]]



* ''{{VideoGame/Touhou}} 10.5 - Scarlet Weather Rhapsody'' requires each character to equip a 20-cards deck (each character has its own personal pool to choose from); you "draw" a card by filling a super meter. There are three kinds of cards: "System", relatively simple effects that can be used by all characters; "Skill", which can improve your current special attacks or swap them with other specials of the same category; and "Spell", super moves that almost always consume multiple cards at once.

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* ''{{VideoGame/Touhou}} ''VideoGame/{{Touhou}} 10.5 - Scarlet Weather Rhapsody'' requires each character to equip a 20-cards deck (each character has its own personal pool to choose from); you "draw" a card by filling a super meter. There are three kinds of cards: "System", relatively simple effects that can be used by all characters; "Skill", which can improve your current special attacks or swap them with other specials of the same category; and "Spell", super moves that almost always consume multiple cards at once.


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[[/folder]]
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* Inverted in the {{SNES}} game ''VideoGame/{{Arcana}}''. Cards figure heavily into the backstory and plot of the game, but when it comes to gameplay has almost nothing to do with cards other than a visual motif.

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* Inverted in the {{SNES}} {{UsefulNotes/SNES}} game ''VideoGame/{{Arcana}}''. Cards figure heavily into the backstory and plot of the game, but when it comes to gameplay has almost nothing to do with cards other than a visual motif.
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** Likewise the sequel, ''VideoGame/PaperMarioColorSplash''. They're even called battle cards.
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** Likewise the sequel, ''VideoGame/PaperMarioColorSplash''. They're even called battle cards.
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* ''VideoGame/PhantasyStarOnline Episode III: C.A.R.D Revolution'' (since the rest of the ''PhantasyStar'' series doesn't use cards like this)

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* ''VideoGame/PhantasyStarOnline Episode III: C.A.R.D Revolution'' (since the rest of the ''PhantasyStar'' ''VideoGame/PhantasyStar'' series doesn't use cards like this)
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* In ''VideoGame/FateGrandOrder'', each Servant has five attack cards that fall into one of three different categories: Buster (red, inflicts extra damage), Quick (green, inflicts multiple hits and raises the rate at which you reap [[CriticalHit Critical Stars]] that are applied to the next turn), and Arts (blue, raises their [[LimitBreak Noble Phantasm]] gauge). In battle, all of your frontline Servants' (up to three) cards are placed into a deck of up to 15, five are dealt at a time, and you pick three cards that determine which Servants attack and what type of attacks they use. Picking three cards that belong to the same Servant grants them an [[ExtraTurn Extra Attack]], and picking the cards of the same type gives a bonus: three Buster cards grants additional damage, three Quick cards adds 10 Critical Stars, and three Arts cards gives instant NP boosts to everyone whose cards were picked. Once the deck is emptied (1-3 turns, depending on how many Servants are in battle), the deck is refilled and reshuffled.

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* In ''VideoGame/FateGrandOrder'', each Servant has five attack cards that fall into one of three different categories: Buster (red, inflicts extra damage), Quick (green, inflicts multiple hits and raises the rate at which you reap [[CriticalHit Critical Stars]] that are applied to the next turn), and Arts (blue, raises their [[LimitBreak Noble Phantasm]] gauge). In battle, all of your frontline Servants' (up to three) cards are placed into a deck of up to 15, five are dealt at a time, and you pick three cards that determine which Servants attack and what type of attacks they use. Picking three cards that belong to the same Servant grants them an [[ExtraTurn Extra Attack]], and picking the three cards of the same type gives a bonus: three Buster cards grants additional damage, three Quick cards adds 10 Critical Stars, and three Arts cards gives instant NP gauge boosts to everyone whose cards were picked. Once the deck is emptied (1-3 turns, depending on how many Servants are in battle), the deck is refilled and reshuffled.
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* In ''VideoGame/FateGrandOrder'', each Servant has five attack cards that fall into one of three different categories: Buster (red, inflicts extra damage), Quick (green, inflicts multiple hits and raises the rate at which you reap [[CriticalHit Critical Stars]] that are applied to the next turn), and Arts (blue, raises their [[LimitBreak Noble Phantasm]] gauge). In battle, all of your frontline Servants' (up to three) cards are placed into a deck of up to 15, five are dealt at a time, and you pick three cards that determine which Servants attack and what type of attacks they use. Picking three cards that belong to the same Servant grants them an [[ExtraTurn Extra Attack]], and picking the cards of the same type gives a bonus: three Buster cards grants additional damage, three Quick cards adds 10 Critical Stars, and three Arts cards gives instant NP boosts to everyone whose cards were picked. Once the deck is emptied (1-3 turns, depending on how many Servants are in battle), the deck is refilled and reshuffled.
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* ''VideoGame/LostKingdoms''

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* %%* ''VideoGame/LostKingdoms''



* ''Battles of Franchise/PrinceOfPersia''

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* ''Battles of Franchise/PrinceOfPersia''%%* ''VideoGame/BattlesOfPrinceOfPersia''



* ''VideoGame/YggdraUnion''
* ''VideoGame/{{Culdcept}}''

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* %%* ''VideoGame/YggdraUnion''
* %%* ''VideoGame/{{Culdcept}}''
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* Mawlock from the ''ShiningForce'' remake, ''Resurrection of the Dark Dragon'', whose specialty lies in using character cards to change the tide of battle. Cards are obtained through various arbitrary methods, such as talking to a certain character a number of times at your home base, or using a certain character to deliver a killing blow on a boss.

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* Mawlock from the ''ShiningForce'' ''VideoGame/ShiningForce'' remake, ''Resurrection of the Dark Dragon'', whose specialty lies in using character cards to change the tide of battle. Cards are obtained through various arbitrary methods, such as talking to a certain character a number of times at your home base, or using a certain character to deliver a killing blow on a boss.
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* ''{{VideoGame/Touhou}} 10.5 - Scarlet Weather Rhapsody'' requires each character to equip a 20-cards deck (each character has its own personal pool to choose from); you "draw" a card by filling a super meter. There are three kinds of cards: "System", relatively simple effects that can be used by all characters; "Skill", which can improve your current special attacks or swap them with other specials of the same category; and "Spell", super moves that almost always consume multiple cards at once.
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Nathan Graves primarily fights with a whip, like most Castlevania protagonists. Cards Of Power describes the magic system better


* ''VideoGame/CastlevaniaCircleOfTheMoon'' counts, in that you combine the various action and attribute cards to do special attacks.
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* ''Sticker Star'''s battling system extends to the next Paper Mario game, ''VideoGame/PaperMarioColorSplash'', only this time, Mario is directly using a deck of cards to battle with.
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* ''VideoGame/{{Paladins}}'' has two types of cards utilized in the gameplay. A "loadout" deck which provides extra power to a Hero and their abilities, (20 cards for each hero, 5 each for the 3 non-ultimate abilities, and the last 5 for their main weapon and passive armor effects) that are unique for each hero, and 17 cards that are bought in-battle (Think like the equipment in a MOBA.) with four types: Defense, Utility, Healing, and Offence.
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* The Duelist class from ''VideoGame/7thDragon III: Code VFD'' fights using decks of playing cards, using different combinations of elemental cards to lay traps and summon monsters.

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* The Duelist class from ''VideoGame/7thDragon ''VideoGame/SeventhDragon III: Code VFD'' fights using decks of playing cards, using different combinations of elemental cards to lay traps and summon monsters.

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* The tabletop RPG ''TabletopGame/{{Deadlands}}'' uses ordinary playing cards for a lot of mechanics including initiative, spellcasting and weird science gadgetry.



* The Duelist class from ''VideoGame/7thDragon III: Code VFD'' fights using decks of playing cards, using different combinations of elemental cards to lay traps and summon monsters.



* A non-video game example: the tabletop RPG ''TabletopGame/{{Deadlands}}'' uses ordinary playing cards for a lot of mechanics including initiative, spellcasting and weird science gadgetry.
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* ''VideoGame/MobiusFinalFantasy'' uses equippable 'cards' for your magic and attacks, but these do not act mechanically like cards. What ''does'' act like cards is the orb-drawing mechanic, which lets you 'draw' an orb for every attack you make and put it into your hand, which can then be used to pay for one of your 'card' abilities.
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Link fix


* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi.html Yomi]].

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* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi.html net/articles/designing-yomi Yomi]].
Willbyr MOD

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[[quoteright:249:[[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/KingdomHeartsChainOfMemories http://static.tvtropes.org/pmwiki/pub/images/rsz_cardguyfight.png]] ]]

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[[quoteright:249:[[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/KingdomHeartsChainOfMemories [[quoteright:249:[[VideoGame/KingdomHeartsChainOfMemories http://static.tvtropes.org/pmwiki/pub/images/rsz_cardguyfight.png]] ]]

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