7 Strange Examples of Genre Mixing in Card Games
Most collectible card games, or CCGs, are designed around some form of combat, usually fueled by spells, minions and enchanted items. Thanks to smash hits like Magic and Hearthstone, CCGs have come to be defined by crafting the most powerful deck conceivable and using it to systematically crush opponents.
Not all card games are this simple, however. By blending the randomization and collectibility of a CCG with other genres and systems, developers have arrived at some of the most bizarre and off-the-wall mechanics to ever be represented by small pieces of cardboard, both digitally and in print. Card games rely heavily on the luck of the draw, and sometimes this random element can make an otherwise stale genre feel fresh. Sometimes, though, this randomization harms more than it helps, and certain genres and game systems suffer when factors are determined more by sheer luck than player agency. Here are seven of the strangest examples of genre blending in the world of collectible and living card games.
1. Legend of the Five Rings

Legend of The Five Rings is the game you turn to once Magic: The Gathering starts to feel too simple. Instead of focusing on just combat, Five Rings is concerned with the politics, economics and personal intrigue that comes with its Edo Japan-inspired setting. Players can win through military might, but they can also eviscerate their opponents financially, achieve enlightenment through the titular five rings or dishonor opponents in the royal court.
As such, there are a lot of things to keep track of during a game of Five Rings. Matches feel more like a traditional tabletop RPG than a one-on-one card game. In a single game a player might ransack a village, hire a patron to fund a talented artisan and send a geisha to seduce an opponent’s characters and get them to spill clan secrets. It’s no surprise, then, that the world of Five Rings is also the backdrop for a successful pen-and-paper RPG.
The Legend of the Five Rings card game was published by Alderac from 1995 to 2015. Now, the property is owned by megapublisher Fantasy Fight Games, who plan on turning it into a living card game (similar to their game Netrunner) next year. We’ll see how much the new product retains Five Rings’ complex socioeconomic systems.
2. Pocket Card Jockey

For Pocket Card Jockey, it feels like developer GameFreak decorated a dart board with various hobbies and games, closed their eyes, threw two darts and let fate decide what their next project would be. How else could the makers of Pokémon have conceived a simplified solitaire variant dressed up as a horse-racing simulator?
However it came to be, Pocket Card Jockey is addictive. Players resolve bite-sized games of solitaire in order to increase the mood of their horse. The better the horse’s mood, the better its chance to take the lead during the final leg of the race. Before that, it’s all about landing the horse in its Comfort Zone, the place in the pack it likes best. The more comfortable your horse, the more energy it gains—another stat that’s vital to its success in the home stretch.
Needlessly complicated? Sure, but it’s engaging, largely because, as anyone who’s spent hours in front of an internet-less computer could tell you, solitaire itself is such a simple, fun game. Pocket Card Jockey might not tap into the primal need to Catch ‘Em All that GameFreak evokes with their most popular franchise, but it is proof that sometimes the most unlikely pairing can be successful.
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