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 Post subject: Trading Rules
PostPosted: Thu Jul 15, 2010 9:40 pm 
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You may use this forum to organize trades with other DC CCG players. You are responsible for all of your own trades and may post here whether or not a trade was successful. If someone is a "good trader" (10+ good trades) they may request a new trader to send their end of the trade first.

Do not ship more than you can afford to lose. Unfortunately there are bad people in the world and sometimes they steal, however, occassionally things do get lost in the mail. Please be respectful towards each other and have patience.

Cheers!

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 Post subject: Re: Trading Rules
PostPosted: Fri Jul 16, 2010 3:31 pm 
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As much as I like Trading forums esp for TCG's how would this really work with THIS TCG. If the booster boxes are seeded like you want them to be anyone who buys one will have a full set of singles... Its great to see the creators supporting there community though, so +1 to Dungeon Crawler :) (now if boosters were random that would be cool for this forums sake, but it seems like you wish to take the better road for TCG's in this day in age and go Seeded ((LCG format, which I fully support, 1 lump sum gets you everything you need))


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 Post subject: Re: Trading Rules
PostPosted: Fri Jul 16, 2010 3:45 pm 
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I'm operating under the assumption that some people will be purchasing single boosters from hobby shops, and that others may want to trade for cards that they want in 4's, but don't want the extras.

This does not include lost, stolen or damaged card singles that people may wish to replace. And although I am attempting to get all of the cards seeded, the boosters are being packed by hand by a company I am using for the first time and have let me down already.

There are also promo cards not available through standard means, and now it appears there are also misprints.

However, if the Trading forums are never used, I don't mind at least giving folks the option.

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 Post subject: Re: Trading Rules
PostPosted: Sat Jul 17, 2010 12:44 pm 
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Sounds good and from my exp if a TCG takes off misprints become highly sought after by collectors ;) So maybe its not such a bad thing ATM :)


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 Post subject: Re: Trading Rules
PostPosted: Sat Jul 17, 2010 3:37 pm 
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It's the foil lining in our currently dark cloud (stay positive!). :cool:

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 Post subject: Re: Trading Rules
PostPosted: Sun Jul 18, 2010 11:52 pm 
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misprints? what ones have the misprints? is it other than the boosters?

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 Post subject: Re: Trading Rules
PostPosted: Mon Jul 19, 2010 12:05 am 
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Varkolak wrote:
misprints? what ones have the misprints? is it other than the boosters?

Misprints are currently only in the boosters - but, I am an optimist. ;)

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 Post subject: Re: Trading Rules
PostPosted: Mon Jul 19, 2010 3:06 pm 
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dungeoncrawler wrote:
Varkolak wrote:
misprints? what ones have the misprints? is it other than the boosters?

Misprints are currently only in the boosters - but, I am an optimist. ;)


To clarify the misprints, for example, a Crawler card could possibly have a Dungeon backing?

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 Post subject: Re: Trading Rules
PostPosted: Mon Jul 19, 2010 3:12 pm 
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Vilnias Nastavnik wrote:
To clarify the misprints, for example, a Crawler card could possibly have a Dungeon backing?

Correct.

Approximately half of the Dungeon cards have a blue backing (and says Crawler), and half of the Crawler cards have a grey backing (and says Dungeon).

Also all of the Quest and Adventurer cards from the boosters have blue or grey backings - but should have gold backings.

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 Post subject: Re: Trading Rules
PostPosted: Mon Jul 19, 2010 3:16 pm 
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Got it! I will have to sit down and sort the playable ones from the "collector" cards since I never use sleeves. (used to make the MTG players cringe when I would play my Juzam Djinn "naked"!)

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