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	<title>Comments on: If you were ever interested in printing a collectible card game&#8230;</title>
	<link>http://sonjayatandon.com/04-2006/if-you-were-ever-interested-in-printing-a-collectible-card-game/</link>
	<description>...tales of a software curmudgeon</description>
	<pubDate>Fri, 10 Oct 2008 22:59:52 +0000</pubDate>
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		<title>by: sonjaya</title>
		<link>http://sonjayatandon.com/04-2006/if-you-were-ever-interested-in-printing-a-collectible-card-game/#comment-11</link>
		<pubDate>Mon, 24 Apr 2006 20:27:24 +0000</pubDate>
		<guid>http://sonjayatandon.com/04-2006/if-you-were-ever-interested-in-printing-a-collectible-card-game/#comment-11</guid>
					<description>One of the things we discussed a lot what how many booster boxes we wanted people to buy before they got a full set.  We opted for two -- and it is not just for monetary reasons.

You don't want them to run out of cards too quickly -- if it only takes one booster box to get a full set, then in about 4-6 months, your players are essentially out of content.  The core players through purchases or trades would end up getting a full set.

At two boosters you give yourself 9 months to come out with the next expansion -- which isn't a lot of time for a small company -- unless you are the big players, these ccgs don't bring in a lot of money.  

So, that is why we were shooting for a distribution that required 2 booster boxes for a full set.  We felt we had a plan in place that could deliver expansions every 9 months (and we were shooting to get it down to every 6 months) -- now if we just could have got that license sorted out :P</description>
		<content:encoded><![CDATA[<p>One of the things we discussed a lot what how many booster boxes we wanted people to buy before they got a full set.  We opted for two &#8212; and it is not just for monetary reasons.</p>
<p>You don&#8217;t want them to run out of cards too quickly &#8212; if it only takes one booster box to get a full set, then in about 4-6 months, your players are essentially out of content.  The core players through purchases or trades would end up getting a full set.</p>
<p>At two boosters you give yourself 9 months to come out with the next expansion &#8212; which isn&#8217;t a lot of time for a small company &#8212; unless you are the big players, these ccgs don&#8217;t bring in a lot of money.  </p>
<p>So, that is why we were shooting for a distribution that required 2 booster boxes for a full set.  We felt we had a plan in place that could deliver expansions every 9 months (and we were shooting to get it down to every 6 months) &#8212; now if we just could have got that license sorted out <img src='http://sonjayatandon.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />
</p>
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		<title>by: DPrentice</title>
		<link>http://sonjayatandon.com/04-2006/if-you-were-ever-interested-in-printing-a-collectible-card-game/#comment-10</link>
		<pubDate>Mon, 24 Apr 2006 10:56:47 +0000</pubDate>
		<guid>http://sonjayatandon.com/04-2006/if-you-were-ever-interested-in-printing-a-collectible-card-game/#comment-10</guid>
					<description>which is why whenever you open a booster, the uncommons and the rare are always stacked in the same location in the booster pack.  

There is NO true randomization of cards...  8 common, 2 uncommon, 1 rare per booster...  (maybe you'll get lucky and get the 1 ultrarare per sheet as your rare, lol)

These classifications were carefully determined, sorted, shuffled and stacked up...  then they distribute them appropriately to have a fair distribution.

The days of opening up an early ccg booster and finding 3 ultra rare cards is long gone.  While it can be exciting, it's bad business to have a true randomization, where the kid who can afford 2 packs doesn't get the same proportion of uncommon and rare as the rich kid (or suitably employed adult) who buys by the box.

the other problem I see was that generally, in a 36 pack of boosters...  you'd never get a real breakdown of an expansion - ie, there were 
Common: 66
Uncommon: 89
Rare: 55
Sponsor: 06
in your set.

In a box, that means youd get roughly 2/3 the rares, most of the uncommons, and roughly 4 of each common.  

so to complete a set, you'd end up buying another box...  and due to the random distribution, you'd still end up with a hole or two in your uncommon and rare cards,  and have 6-10 of each common.  You're now sittng on somewhere between 300-500 unuseable cards.  And they're probably unsaleable too....as they're the same commons and uncommons as everyone else is sitting on after 2 boxes.  

yes...  its a money maker for the production companies, cuz it builds to the impulse buys, and the addiction factor.... but it's a real drag to the consumer....</description>
		<content:encoded><![CDATA[<p>which is why whenever you open a booster, the uncommons and the rare are always stacked in the same location in the booster pack.  </p>
<p>There is NO true randomization of cards&#8230;  8 common, 2 uncommon, 1 rare per booster&#8230;  (maybe you&#8217;ll get lucky and get the 1 ultrarare per sheet as your rare, lol)</p>
<p>These classifications were carefully determined, sorted, shuffled and stacked up&#8230;  then they distribute them appropriately to have a fair distribution.</p>
<p>The days of opening up an early ccg booster and finding 3 ultra rare cards is long gone.  While it can be exciting, it&#8217;s bad business to have a true randomization, where the kid who can afford 2 packs doesn&#8217;t get the same proportion of uncommon and rare as the rich kid (or suitably employed adult) who buys by the box.</p>
<p>the other problem I see was that generally, in a 36 pack of boosters&#8230;  you&#8217;d never get a real breakdown of an expansion - ie, there were<br />
Common: 66<br />
Uncommon: 89<br />
Rare: 55<br />
Sponsor: 06<br />
in your set.</p>
<p>In a box, that means youd get roughly 2/3 the rares, most of the uncommons, and roughly 4 of each common.  </p>
<p>so to complete a set, you&#8217;d end up buying another box&#8230;  and due to the random distribution, you&#8217;d still end up with a hole or two in your uncommon and rare cards,  and have 6-10 of each common.  You&#8217;re now sittng on somewhere between 300-500 unuseable cards.  And they&#8217;re probably unsaleable too&#8230;.as they&#8217;re the same commons and uncommons as everyone else is sitting on after 2 boxes.  </p>
<p>yes&#8230;  its a money maker for the production companies, cuz it builds to the impulse buys, and the addiction factor&#8230;. but it&#8217;s a real drag to the consumer&#8230;.
</p>
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