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Fullmetal Alchemist Trading Card Game

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Mar. 13, 2007: See what it takes to make a Storm!

The Fullmetal Alchemist Trading Card Game is, frankly, the best anime-related TCG/CCG out there (Sorry, Yu-Gi-Oh!). Released in 2005 by JoyRide Studios, the creators of the game have had previous branding and creation experience with the .hack CCG, as well as Legend of the Five Rings, Lord of the Rings, Doomtown, and more.

FMA-TCG is a high-strategy collectible card game. The main point of the game is to fight to control enough 'points' of locations (which are fought over one at a time) to win - without having all of your allies and Leader defeated (an automatic loss). Your deck personifies a single (with some exceptions!) Leader, and you recruit Allies, augmenting them with Attachments and one-use Event cards to help you win the goals of each location. As the game progresses, your Leader becomes more powerful, shown through replacing them with stronger Leader cards that allow you to recruit more powerful Allies.

The main "Why should I play?" point of the game is that playing wins the game, not just deckbuilding. This isn't only an 'I have the most powerful cards' game, or 'I have read the internet for deck construction' game, it is an ever-changing battle game where you outthink your opponent, not outspend them. For those of you who are more anime-fan than TCG-fan, the game carries with it the same 'feel' of the Fullmetal Alchemist series - playing as Roy requires a lot of political maneuvering and control of your environment to assure victory, whereas a Scar player relies on one-on-one assasinations and raw power.

That, and the cards are really cool. ^^

Choose a section below to learn how to play, get some general strategy tips, or read articles from experienced players! (Note: We do not have our own forums for FMA-TCG - the ones at the official site here are just fine.)

How To Play - an easy discussion of the rules, and basic strategy.

Basic Strategy / Deckbuilding - move your game to the next level by knowing basic strengths and weaknesses.

Faction and Leader Strategies - who should you play, and how should you play them?

Sets - what's in each set, and what should you be looking for?

Decks - winning, powerful decks: how they are built, and how they play.

Making the Most of.. - Individual card strategies and discussion.

Central Command - interviews, articles and discussion on the state of the game, high-level strategy, and what separates the good players from the great ones.

Spoilers - upcoming tidbits you won't find anywhere else. Ooo!



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