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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/monster_rancher_battle_cards_3852.png]]
2[[caption-width-right:350:[[Anime/YuGiOh IT'S TIME FOR THE DUEL!]]]]
3
4->''"The age of Monster Rancher continues...''
5->''As monster battles began to grow in popularity, kids soon realized that their smaller size made them unable to handle monsters in the same way as adults, and flocked to a certain game that suited their style. This game was safe and popular, and allowed kids to increase their knowledge of monsters. It is said that from among the game's many players emerged many fine card breeders.''
6->''The game was known as Battle Card..."''
7-->-- Game Boy Color intro
8
9There is a ''Franchise/{{Pokemon}}'' [[VideoGame/PokemonTradingCardGame card game]]. There is a ''Franchise/{{Digimon}}'' [[VideoGame/DigimonCardBattle card game]]. Why would ''VideoGame/MonsterRancher'' [[FollowTheLeader lose this possibility]]?
10
11While different from the previously named card games, ''"Monster Rancher [[CardBattleGame Card Game]]"'' managed to capture pretty well the fighting system ''Monster Rancher'' games are known for. Of course, there is no breeding simulation included, but the system is still very faithful to the original games.
12
13The rules are the following:
14* Before the match the player has to select 3 monsters. Those are the monsters he is going to use from the begging to the ending of the match.
15* Each player has a 50 cards deck, which can be divided in three types: ''Offensive cards'', ''Defensive cards'' and ''Help cards''.
16** ''Offensive'' and ''Defensive cards'' are designed to a single kind of monster. (with some exceptions)
17** ''Offensive cards'' are only used during your turn. To active the offensive card you must have the corresponding monster, and that monster can't be ''exhausted''. After using an Offensive card, the monster gets ''exhausted''.
18** ''Defensive cards'' are only used during your opponent turns, when he/she decides to use a card against you. They work as a defense measure allowing you to do things like ''"Block"'' or ''"Evade"''.
19** ''Help cards'' can be used during your turn, and they don't require a special monster to be activated. For those familiar with Pokémon, they are the ''Trainer'' card.
20* The cards mentioned above can only be used by spending your ''GUTS''. The only exception are the 0 ''GUTS cards'', which are usually weaker.
21* At the end of your turn, you have a ''GUTS'' step, in which you can discard cards. For each card discarded, you gain 1 ''GUTS''.
22* At the beginning of your turn, you draw as many cards you need until you have 5 cards in your hand.
23* The match ends when one trainers' three monsters are defeated (most likely by ''offensive cards'') or one trainer is ''decked out''.
24
25Sadly, the hard copies of the game never made it out of Japan. So far, only two games exist: ''Monster Rancher Battle Card Game'' for the Platform/GameBoy and ''Monster Rancher Battle Card Game Episode II'' for the Platform/PlayStation. Though a ''Monster Rancher CCG'' was released, it used a different system altogether and had more to do with the anime than the games.
26
27Exploration and story progress in the former is very similar to the Game Boy VideoGame/PokemonTradingCardGame for the Platform/GameBoyColor, while the latter is more like the original ''VideoGame/MonsterRancher'' games, with a calendar and scheduled fights.
28
29The Game Boy game also has gained some notoriety for its [[SoBadItsGood infamous]] [[BlindIdiotTranslation awful translation]].
30----
31!!This game provides examples of:
32
33* AttackAttackAttack: Some opponents in ''Episode II'' forego defense cards completely in favor of heavy attacks every other turn. In spite of this strategy's simplicity, it works surprisingly well.
34* AwesomeButImpractical: Strong attacks require lots of GUTS, so that means you have to discard many cards in order for them to work and avoid using other cards since they would consume your GUTS. Using a couple of high-cost cards is risky since you can get decked out and have to be open to your enemies' attacks. Defensive cards generally cost 1 or 2 GUTS at the most, so if your opponent happens to have a card to evade you, they spend ~2 cards to negate ~5 of yours.
35* BlindIdiotTranslation: The Game Boy game is infamous for this. It's harder to find ''properly'' translated lines.
36* BoringButPractical: Low GUTS attacks. You can use plenty of them to kill one monster. Then, 3 vs 2 is a lot easier to win. Just keep spamming them.
37* ButThouMust: [[spoiler:After completing the Game Boy game for the first time, you can decline Tim's offer to start over and continue collecting cards, but there's absolutely nothing else that can be done by that point]].
38* CherryTapping: Much like the main series, getting a lot of small hits in is generally a better strategy than saving up for a large hit, as it only takes one card to dodge an attack.
39* TheComputerIsACheatingBastard:
40** The opponent will often go after the monster with no defense cards, suggesting it can see the player's cards. This is an otherwise illegal move without Suezo's "Scouting" card.
41** The Descendents in the Game Boy game have mixed-breed monsters, which you can't get until much later. The very last Monster you get will be Big Blue, a Golem/Tiger.
42* ContinuityCameo: Practically ''everyone'' from the first two main games appear as opponents in ''Episode II'', along with plenty of new faces.
43* ContinuityNod: One of the items in the Game Boy game is a pair of skates, Genki's weapon of choice in the anime.
44* CripplingOverspecialization:
45** Golem, who has plentiful attack cards, no Dodge cards, and no way to defend against INT attacks.
46** In the Game Boy game, Gali's techniques are too costly to be of much use; even his dodging takes 3 [=GUTs=].
47* DistressedDamsel: Colt is trapped in the Paradise of Monsters, and it's up to the player to rescue her.
48* EscortMission: In the GB game, there are sidequests where you have to find someone in a dungeon and bring them back to the exit.
49* ExactWords: Isabella of the Blue Wolves uses this when you first duel her. After playing a game with her Monster Card Mew, she says that she didn't say she'd be ''betting'' the card on the duel. She tries to pull this again in your second duel with her, but the other members tell her to give it up.
50* {{Expy}}: Cue, for Colt. She even dislikes her full name, Curie.
51* FailureIsTheOnlyOption: If you don't have all of the Monster Cards before the mandatory Phoenix Cup, even if you win in every fight Pabs will lose against the final opponent, forcing you to come back when you do get all of the Monster Cards.
52* FragileSpeedster: Pixie, Hare, and Tiger have only 6 health but a lot of dodging cards.
53* GameBreakingBug: In the Game Boy game, Hare's Computing skill crashes the game if it's the only card in the hand. Using it requires you to discard a card, so the game hangs endlessly.
54* GlassCannon: Mew has only 6 health, but has powerful attacks.
55* GroundhogDayLoop: [[spoiler: The Game Boy game takes place in one. After FinalBoss Tim is defeated, he sends the player on a mission to collect all the cards, a task that necessitates time travel to exhaust all possibilities]].
56* GuideDangIt: There is absolutely nothing to indicate that there's anything after getting the Master Rank in GB. [[spoiler:You have to fight Holly/Colt once more to unlock TheVeryDefinitelyFinalDungeon.]]
57* IChooseToStay: [[spoiler:Colt chooses to stay in the Paradise of Monsters for a while so she can learn from them more and play cards]].
58* JackOfAllStats: Mocchi and Suezo have 7 health and well-rounded attacks and defense cards.
59* KidAppealCharacter: Alice and Toy are young kids who play Battle Card as well.
60* LastLousyPoint: Unlocking Big Blue in the GBC game and Moo in the [=PS1=] game requires you to get 1 of every other card first, including mixed-breed monsters.
61* LightningBruiser: Zilla and Dragon have 10 health, a surprising amount of dodge and block cards, and many powerful attack cards.
62* MacGuffin: The Phoenix card, only obtainable after you have every other Monster Card. It only has 4 HP, the lowest in the game.
63* MightyGlacier: Golem, who has very powerful attacks for relatively low cost, no dodge cards at all and can only block POW moves.
64* MirrorMatch: Miller and Ellie both use your own decks against you. [[spoiler: You can win easily by removing all the attack cards and stalling til they deck out]].
65* MrFanservice: Juras, the BCB drummer. He even gets a lovingly detailed portrait of his killer abs.
66* NoFinalBossForYou: [[spoiler: When completing the Game Boy game [[NewGamePlus after the first playthrough]], the game will skip right over Tim's battle and start over once again]].
67* OddballInTheSeries: A ''Monster Rancher'' game that has no simulation.
68* PlayerPersonalityQuiz: Both games have a quiz that determines your starting Monsters and deck.
69* PrecociousCrush: Ellie has a really obvious crush on the player.
70* {{Roguelike}}: Dungeons in the Game Boy game play out like this. Pathways are randomly-generated, and treasure is guarded by invisible monsters. [[spoiler:You can see the monsters with an item]].
71* SchrodingersCast: If you pick the boy character in the GB game, you occasionally run into Holly. If you pick the girl, you run into Colt.
72* ShesAManInJapan: Penny became male in the English release due to her crush on the female Cocochino, though the translation does hint at the original version with both characters asking you not to tell anyone.
73* StoneWall: Most monsters with 10 HP, such as Zilla, Dragon, and Plant.
74* SquishyWizard: Pixie, but ''man'' can she dodge things.
75* ATragedyOfImpulsiveness: The entire story in ''Episode II'' could have been avoided if Colt had held onto the plate, which would enable her to teleport back.
76* WakeUpCallBoss: Juras, the BCB drummer, who uses a team of Zilla, Golem, and Monol. He teaches players that dodging is a necessity, as his cards have high GUT requirements but very heavy attacks. His team is also made up of [[StoneWall Stone Walls]], so CherryTapping is less effective than it would be.
77* YouWillNotEvadeMe: Some attacks cannot be blocked, while others cannot be dodged.

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