Summary
The Bleach trading card game (not to be confused with the recent Bleach releases that are part of the Union Arena system) was a short-lived TCG based on the anime and manga series. In the game, you play as a Guardian, channeling energy (from a side deck) to play other cards to deplete your opponent's power (or deck them). The game was distributed in two different sets of starter decks and booster packs spanning across an impressive six sets (three releases a year while the game was active), along with promo cards and autographed cards.
Card Types
- Guardian - Cards that represent personas in Bleach, and are not part of the deck. A deck is built around one, and the chosen guardian card determines the composition of the energy side deck. Guardians also have effects that can be used during gameplay.
- Energy - Cards that provide energy to play other cards, and are kept in a side deck.
- Character - Cards representing different characters in Bleach. They have costs, traits, stats, and may have gameplay effects.
- Event - A card with various effects. They have costs and effects.
- Item - Cards equipped to characters that provide additional effects. They also have costs.
- Battleground - A card representing a location, with a constant effect on the game. They also have costs.
Sets and Decks
The game had six sets released: Premiere, Soul Society, Seireitei, Bankai, Bounts, and Portal. Two other sets (Infiltration and Evolution) were planned but never released. Other promotional cards and products such as deck boxes (with corresponding guardian cards) were also available.
Starter decks were only available for two of the sets: Premiere and Bankai. Both sets of starters had the same format. Infiltration would have included starter decks as well, with a similar format to the other starters. It would appear Score had intended to do yearly three-set "blocks", with the opening set each year including starter decks.
There were additionally ultra rare cards and autographed cards, and a parallel foil set.
Deck Composition and Contents
Starter Decks
Decks: Blind Boxes
Players: One
Size: Reduced Deck
Rarities: Common, Uncommon, Rare, Starter
Rulebook: Included
Playmat: Included
Other Items: 2 Booster Packs
Starter decks were available for two sets: Premiere and Bankai. In both cases, the decks came with two high-tech guardian cards (out of a possible eight), a 40-card deck (a legal deck is 60 cards), and 10 of each of the three energy cards (of which you'll use 20 total, based on the guardian), as well as a rulebook and a playmat. The playmat has a poster and checklist of cards on the back.
Starter deck contents were fixed, from a few different possible deck configurations, and the guardian cards were also randomized (one of four sets of 2 guardians). The guardians do not determine which deck you receive (any of the four guardian sets can come with any deck). In both cases, the boxes also do not indicate which deck or guardians you will receive. The decks themselves contain common, uncommon, and rare cards.
Decks also included two booster packs of the corresponding expansion. The 20 total cards (10 per booster) could theoretically be used to make a full legal 60-card deck, albeit with extreme randomness, and assuming you do not receive a guardian or energy card in either booster.
Deck Rarity Analysis
The high-tech guardians are exclusive to starter decks, although the fact that there are four sets of them and the starters are blind means that you'll have a difficult time collecting all 8 without trading. The blind nature also means you may end up with a large number of duplicate non-rare cards if you're trying to collect all the guardians yourself. (The fact that guardians are randomized indepenently from the decks may actually make this problem worse, depending on your luck.)
The starters do include rare cards, but that's only two rares (one copy of each). The different (fixed) starters all contain different rares, meaning you're not spoiling your rare pulls from boosters too much.
One interesting thing is that (like Pokemon) energy cards are also found in booster packs. Unlike Pokemon, energy here is common rarity, meaning you can spoil pulling other commons with a useless energy card (plus there are only three energy types, and enough copies of all three are included in every starter). This is not a big issue if you open a ton of boosters (as you'll drown in commons like most games), but it is disappointing when you're looking at a smaller number of boosters, such as the two you get with your starter deck, as an energy card is a completely useless pull if you have a starter deck.
Alan's Thoughts On The Game
Will be updated once I have played the game.
Resources
- General Info (via Wikipedia)
- Retro DBZ CCG (includes card images and rulebook)
- Starter Deck Card Lists (AlanvDotOrg Randomjunk)
Publisher: Score