Most games claim to be a TCG when in fact they are simply CCGs. I know that isn’t easy to create an infrastructure where to allow the exchange between players. The only TCGs I know are (unfortunately) NFT games of dubious quality.
Assuming you mean a digital game, as opposed to physical, the problem with users trading cards is that there is no money in it for the company running the infrastructure. If two users trade cards, then both got something they wanted but the company hosting the infrastructure didn’t get anything. It’s much more profitable for the whole thing to be linked to micro-transactions which allow players to endlessly gamble on getting the cards they want. Every time a player buys a pack/lootbox/pull of the one-armed bandit handle, the company makes some amount of money. The user gets their gambling dopamine hit and maybe a card they want. The lure of monetization is going to be too great for most companies to resist. So, it’s all about the gambling mechanics.
Even table-top CCGs face this pressure. It’s just impossible for the companies to control. So instead, they ratchet up the power level of cards with each new edition to force some segment of the player base to pay large sums of money to get the most desirable cards in circulation. Once enough of the desirable cards enter circulation, players can shift to just trading for or buying the cards they want outright and the company making the CCG is cut off from further profit. This is why new editions, expansions, seasons or whatever they are called are introduced on a regular basis. The goal of the game is to make the company more money by getting people to pay for cards which cost next to nothing to produce. But hey, if this is your form of fun, you do you.
Yeah this is how it works. I think NFTs will eventually change this in the near future, when a good artistic company will figure out how the technology works. I would personally like to learn how to do this but implementing blockchain in a game is far away from my skills atm.
I believe that it is possible for the creator of nfts to get a percentage of sales so maybe they could create a system that is still profitable for the company and player friendly.
Pokemon TCG Online had trading, but they replaced it with TCG Live, that doesn’t and is generally a worse product.
If I remember correctly Magic TCG online (https://www.mtgo.com/en/mtgo) not Magic Arena allowed had trading
Though it’s not too different from playing Magic in Excel, and also you have to buy in like you would in paper. But it does allow trading to facilitate such things.
I think a whole bunch of games made by Tops might fit into what you’re looking for. They kinda reskin the same thing for various audiences (Baseball, Hockey, Star Wars, etc).
I haven’t played in a while, but I remember pulling some really rare cards (only 3 others in the world), and then being able to trade them with other players for a bunch of lesser ones.
The Yugioh Master Duel game you can at least dismantle or generate the cards you want or don’t want. So it’s like trading with a GameStop. So not the same but it’s something.
So just like hearthstone dusting? That system lead to rampant power powercreep to ensure that people would still be incenvised to buy new packs and not just coast on the free packs. Though if my memories of yugioh are still relevant powercreep (and very liberal use of banlists) is sort of already baked into the original game.
Skyweaver is pretty good but I have not played for a few months. Card skins (gold and silver borders) and stickers are nft so you can buy, sell or trade. Base cards are not tradable.
I have it on my phone. It’s honestly better than many mobile “games” but it’s far away from being a good game in my opinion.