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InQuest 23 - 85 - X-Files CCG: Mention

Card Stock

Tracking trends in the card game market
RETAILERS REVISITED

Last year at this time, the "Card Stock" column
asked several retailers how business was in 1995
and what was expected for 1996. These same retail-
ers were revisited for an update.

Art Clem is the principal owner of three shops
located in the Tennessee cities of Chattanooga,
Cleveland and Knoxville. According to Clem, "1996
was a better year for business than 1995 - not sig-
nificantly, but noticeably. All in all, 1996 measured
up a bit beyond my expectations. Magic was the
driving force, while other games such as Star Wars,
Middle-earth and BattleTech had a long-term impact.
Games such as Mythos, Netrunner and Vampire:
The Eternal Struggle were short-term successes."

Clem contends that 1996 might have been bet-
ter had not the CCG market share in his area
become diluted. "It seemed that the popular CCGs
became available in more places - sportscard shops,
variety stores, etc. More retailers jumped on the
CCG bandwagon, which meant less sales for me."



Eric Nelson, owner of Coastside Comics in Paci-
fica, Calif., claims that 1996 profits from the CCG
part of his business matched those of 1995. Says
Nelson, "Thanks to Alliances and Mirage, the Magic
market rebounded from its mini-collapse. That
made a significant difference for 1996."

"CCG-wise, 1996 was down a little bit from
1995," reports Ralph Carroll of Cards, Coins &
Comics. Carroll, the manager of two shops in Mon-
roe, La., blames the drop in sales to a stagnant
Magic market in the early part of 1996. "Thank-
fully," says Carroll, "Alliances and Mirage saved the
day for us. CCGs such as Star Wars, Star Trek: TNG
and X-Files also helped to fill the void."

1997 Expectations

"Unless something new and exciting comes along,"
says Art Clem, "I don't expect 1997 to be any bet-
ter than 1996. I see the core interest remaining for
existing non-Magic CCGs, but I don't expect a lot
of new gamers to come flocking."

Eric Nelson also shares Clem's concern. "I wish
the new CCGs would bring first-time customers
my way," reflects Nelson. "However, it seems that
new releases only compete for existing dollars. I
would guess my 1997 will be status quo."

Nelson also hopes that it remains a continuing
trend to tie new CCGs to an existing product.
"Games with a built-in collector base, like Star Wars
and Star Trek: TNG , will do well for me in 1997."



"I expect a good 1997," says Ralph Carroll, "if
the manufacturers keep up the high quality of the
games. It was appreciated by gamers when Wizards
of the Coast improved the artwork and card stock
for their CCGs. Interesting games will keep cus-
tomers buying."

Listen Up, Manufacturers

"What can the CCG manufacturers do to make
1997 more successful for me? That's easy!" laughs
Art Clem. "Bring their CCGs out on time and strive
for the even distribution of product."

Eric Nelson hopes the CCG companies will not
make the same mistakes made in the comic indus-
try. "Don't flood the market with extraneous prod-
uct. More effort should be made to promote and
improve existing CCGs."

Offers Ralph Carroll, "I'd like to see limited,
but even, distribution for new releases that come
out on time. It's impossible to pre-sell a product
when you're unsure how much you'll get or if
you'll receive it as scheduled. I'd also ask that the
manufacturers put some thought into the indi-
vidual cards in an expansion. Don't make a new
card that is simply a minor variation of an exist-
ing one. Give a new card its own purpose or don't
make it at all."




Top 5 Hottes CCGs

1. Magic: The Gathering (WotC)
Excitement and expectations for Visions are high.
However, retailers and gamers are being realistic. How
can Visions top Alliances and Mirage?

2. BattleTech (WotC)
Hot, hot, hot! Many retailers placed small orders for
BattleTech and then rushed to re-stock when the product
quickly sold out.

3. Star Wars (Decipher)
Commander Luke Skywalker, currently selling in the $15-
$25 range, is the key card in the Hoth expansion set.

4, X-Files (U.S. Playing Card)
Gamers say this new CCG plays well with an average game
taking about 20 minutes. The ultra-rare cards are on the
rise and may hit the $40-$50 mark.

5. IQ OverPower (Fleer/Skybox)
New intellect score and built-in powers for the hero cards
make the OverPower game more interesting. The Red Skull,
Spider-Man and Mr. Sinister hero cards are in demand.
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