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On The Edge (game)
''On The Edge'' is an out-of-print collectible card game released in 1994, not long after ''Magic: The Gathering''. The setting and characters were based on the role-playing game, RPG titled ''Over the Edge (role-playing game), Over the Edge''. The game's story was set on an island in the southern Mediterranean called Al Amarja, where various factions were fighting for control. History When Atlas Games did not have the finances to publish ''On the Edge'', they partnered with Jerry Corrick and Bob Brynildson and formed a new corporation called Trident, Inc. to publish the game. Products The product line consisted of four series and was supported by a player's guide. Core Version The game launched in 1994 with the core series, titled ''On the Edge''. This series included starter decks and booster packs. The starter decks contained 60 randomized cards and the rulesheet in a cardboard tuckbox. The booster packs were made up of 10 randomized cards in a foil sleeve. The starter decks ...
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John Nephew
John A. Nephew is an American game designer, who has worked primarily on role-playing games. Career John Nephew started writing ''Dungeons & Dragons'' material freelance for TSR, Inc., TSR in 1986 while he was still in high school, initially writing material for ''Dragon (magazine), Dragon'' and ''Dungeon (magazine), Dungeon'' magazines. While writing for the magazines, TSR invited Nephew to contribute to projects including ''Kara-Tur: The Eastern Realms'' (1988) and ''Castle Greyhawk (module), Castle Greyhawk'' (1988), and then the first book he wrote on his own, ''Tall Tales of the Wee Folk'' (1989). Nephew went to Carleton College in Minnesota, where he met the team from Lion Rampant (game publisher), Lion Rampant. Nephew was one of the Minnesota locals who joined Lion Rampant after Jonathan Tweet and Mark Rein Hagen founded the company in 1987 while they were attending St. Olaf College, the traditional rival of Carleton. Nephew joined the company in 1988, and his roles at the ...
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Booster Pack
In collectible card games, digital collectible card games and collectible miniature wargames, a booster pack is a sealed package of cards or figurines, designed to add to a player's collection. A box of multiple booster packs is referred to as a booster box. Booster packs contain a small number of randomly assorted items (8–15 for cards; 3–8 for figurines). Booster packs are the smaller, cheaper counterparts of starter decks, though many expansion sets are sold only as booster packs. While booster packs are cheaper than starter packs, the ''price per item'' is typically higher. Booster packs are generally priced to serve as good impulse purchases, with prices comparable to a comic book and somewhat lower than those of most magazines, paperback books, and similar items. In many games, there is a fixed distribution based on rarity, while others use truly random assortments. When the distribution is based on rarity, booster packs usually contain one or two rares, depending o ...
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Collectible Card Games
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards. The genre was introduced with '' Magic: The Gathering'' in 1993. Cards in CCGs are specially designed sets of playing cards. Each card represents an element of the theme and rules of the game, and each can fall in categories such as creatures, enhancements, events, resources, and locations. All cards within the CCG typically share the same common backside art, while the front has a combination of proprietary artwork or images to embellish the card along with instructions for the game and flavor text. CCGs are typically themed around fantasy or science fiction genres, and have also included horror themes, cartoons, and sports, and may include licensed intellectual properties. Generally, a player will begin playing a CCG with a pre-made starter deck, then later customize their deck with car ...
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Card Games Introduced In 1994
Card or The Card may refer to: Common uses * Plastic cards of various types: **Bank card ** Credit card **Debit card **Payment card * Playing card, used in games * Printed circuit board, or card * Greeting card, given on special occasions Arts and entertainment * ''The Card'', a 1911 novel by Arnold Bennett ** ''The Card'' (1922 film), based on the novel ** ''The Card'' (1952 film), based on the novel ** ''The Card'' (musical), 1973, based on the novel * ''The Card'', a 2012 novel by Graham Rawle * "The Card" (''The Twilight Zone''), a TV episode * "The Card", an episode of ''SpongeBob SquarePants'' (season 6) Businesses and organisations * American Committee for Devastated France (''Comité Américain pour les Régions Dévastées de France''), a group of American women in France after * Campaign Against Racial Discrimination, a British organization, founded in 1964–67 * Center for Autism and Related Disorders, an American applied behavior analysis provider * Wolfso ...
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Atlas Games Games
An atlas is a collection of maps; it is typically a bundle of maps of Earth or of a continent or region of Earth. Advances in astronomy have also resulted in atlases of the celestial sphere or of other planets. Atlases have traditionally been bound into book form, but today, many atlases are in multimedia formats. In addition to presenting geographical features and political boundaries, many atlases often feature geopolitical, social, religious, and economic statistics. They also have information about the map and places in it. Etymology The use of the word "atlas" in a geographical context dates from 1595 when the German-Flemish geographer Gerardus Mercator published ("Atlas or cosmographical meditations upon the creation of the universe and the universe as created"). This title provides Mercator's definition of the word as a description of the creation and form of the whole universe, not simply as a collection of maps. The volume that was published posthumously one year aft ...
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Shadis
''Shadis'' is an independent gaming magazine that was published in 1990–1998 by Alderac Entertainment Group (AEG). It initially focused on role-playing games. Publication history Shadis was conceived and started by Jolly Blackburn as an independent gaming fanzine in 1990. In 1993, Blackburn formed AEG to publish Shadis as a quality small-press magazine, and brought on John Zinser and David Seay as partners. Printing of the first three issues was paid for by Frank Van Hoose, a friend of Jolly's, who also wrote for the magazine. A year later, in late 1994, the magazine received its biggest success by including a random '' Magic: The Gathering'' card in each issue at a time when booster packs of the new card game were scarce; many players bought multiple copies of each issue hoping to find a rare or out-of-print card. Many readers were also drawn to a small comic strip, ''Knights of the Dinner Table'', which was initially a filler, intended to fill a blank spot in the magazine, ...
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Pyramid (magazine)
''Pyramid'' was a US game, gaming magazine, publishing articles primarily on role-playing games, but including board games, card games, and other sorts of games. It began life in 1993 as a print publication of Steve Jackson Games for its first 30 issues, and was published on the Internet from March 1998. Print issues were bimonthly; the first online version published new articles each week; the second online version was monthly, published until December 2018. ''Pyramid'' was headquartered in Austin, Texas, Austin, Texas. It replaced Steve Jackson Games' previous magazine ''Roleplayer (magazine), Roleplayer''. ''Pyramid'' published general gaming articles by freelance authors, as well as Designer's Notes by Steve Jackson Games product developers, industry news, cartoons, and gaming product reviews. Although articles tended to concentrate on Steve Jackson Games products such as ''GURPS'', it published articles on other games such as ''d20 System'', ''Talisman (board game), Talisma ...
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Derek Pearcy
Derek Pearcy is a game designer, writer, editor and graphic designer known for his work on role-playing games. Career Pearcy served as the editor of ''Pyramid'' for its first two print issues, in 1993. He worked for Steve Jackson Games in the 1990s. Pearcy was working as a staff member of Steve Jackson Games when they chose him to develop their own version of the French role-playing game ''In Nomine''. SJG's ''In Nomine'' was published in 1997. ''In Nomine'' won the Origins Award The Origins Awards are American awards for outstanding work in the gaming industry. They are presented by the Game Manufacturers Association (GAMA) at the Origins Game Fair on an annual basis for games released in the preceding year. For example, t ... for ''Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1997''. He was a special guest at HexaCon 9 in 1999. References GURPS writers Living people Role-playing game designers Year of birth missing (living people) ...
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Book
A book is a structured presentation of recorded information, primarily verbal and graphical, through a medium. Originally physical, electronic books and audiobooks are now existent. Physical books are objects that contain printed material, mostly of writing and images. Modern books are typically composed of many pages bound together and protected by a cover, what is known as the '' codex'' format; older formats include the scroll and the tablet. As a conceptual object, a ''book'' often refers to a written work of substantial length by one or more authors, which may also be distributed digitally as an electronic book ( ebook). These kinds of works can be broadly classified into fiction (containing invented content, often narratives) and non-fiction (containing content intended as factual truth). But a physical book may not contain a written work: for example, it may contain ''only'' drawings, engravings, photographs, sheet music, puzzles, or removable content like ...
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Digest-sized
Digest size is a magazine size, smaller than a conventional or "journal size" magazine, but larger than a standard paperback book, approximately . It is also a and format, similar to the size of a DVD case. These sizes evolved from the printing press operation end. Some printing presses refer to digest size as a "catalog size". The digest format was a convenient size for readers to tote around or to leave within easy hand-reach. Examples The most famous digest-sized magazine is ''Reader's Digest'', from which the size appears to have been named. ''TV Guide'' also used the format from its inception in 1953 until 2005. '' Bird Watcher's Digest'' was an international magazine that has retained the digest size from its creation in 1978 until it folded in 2021. Digest size is less popular now than it once was. The Penny Publications crime fiction and science fiction magazines '' Ellery Queen's Mystery Magazine'', '' Alfred Hitchcock's Mystery Magazine'', '' Analog'' and '' Asimov's ...
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Psychic Power
This is a list of psychic abilities attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the ''sixth sense''. Superhuman abilities from fiction are not included. Psychic abilities * Aerokinesis – The ability to control air and wind. * Astral projection or ''mental projection'' – The ability to voluntarily project an astral body or mental body, being associated with the out-of-body experience, in which one's consciousness is felt to separate from the physical body temporarily. * Atmokinesis – The ability to control the weather by calling for rainfall or storms. *Automatic writing – The ability to draw or write without conscious intent. * Bilocation – The ability to be present in two different places at the same time, usually attributed to a saint. * Biokinesis - The ability to control any form of life from a single nucleotide to an entire ecosystem simultaneously. * Chlorokinesis – The ability to mentally and/o ...
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Magic (paranormal)
Magic, sometimes spelled magick, is the application of beliefs, rituals or actions employed in the belief that they can manipulate natural or supernatural beings and forces. It is a category into which have been placed various beliefs and practices sometimes considered separate from both religion and science. Connotations have varied from positive to negative at times throughout history. Within Western culture, magic has been linked to ideas of the Other, foreignness, and primitivism; indicating that it is "a powerful marker of cultural difference" and likewise, a non-modern phenomenon. During the late nineteenth and early twentieth centuries, Western intellectuals perceived the practice of magic to be a sign of a primitive mentality and also commonly attributed it to marginalised groups of people. Aleister Crowley (1875–1947), a British occultist, defined " magick" as "the Science and Art of causing Change to occur in conformity with Will", adding a 'k' to distinguish c ...
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