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by The Impeccably Arranged Snark of The West Pacific Master Dispatch. . 444 reads.

TWP Trading Card Glossary

All your chocolate belongs to Darkesia

Trading Card Glossary

Glossary of terms: This guide is aimed at those who are interested in getting involved in the NS trading card game but are maybe a bit intimidated by the learning curve or don't know all the jargon involved. Some definitions may seem pretty obvious, but hopefully are helpful to a newcomer. With one exception, any nicknames for various card players or cards are not included, because there are far too many to decide who to include. It can be very useful to know who someone's puppets are as well, but this is often easy to figure out by looking at who a nation gifts cards to or receives transfers from. So without further ado, some definitions:

0-owner: A card with no copies in circulation. This is usually a card whose owner has CTE'd. (That makes it more rare to find the card; in fact, it used to be you couldn't find these cards anymore at all, but it was changed in January 2020 by [violet] here.)

1%er: One of the top-ranked players in the card trading game. (Usually used either in a resentful or ironic way.) However, because so many nations are puppets or belong to users who don't play, most players find themselves in the top one percent. You could divide the number by 100 then to be more accurate: the rich elite to whom the term refers in fact make up only the top 0.01% of all nations.

Dead-inside: A card whose nation has CTE'd. Note that you can't tell this by looking at the card: you have to go to the nation's page itself. It is *not* the same thing as a card with an ex-nation flag. Dead-inside cards are important because they can only rarely be found in packs, unless they happen to be at auction at the time you open the pack, in which case there is a boosted (but still small) chance of finding them.

Deflation: The act of reducing the market value of a card, mostly used when one deflates an artificially inflated card (see inflation below).

Dropping: Dropping is a strategy used to make a quick profit without gaining or losing any cards; the profit comes from another user overpaying for a card. It works like this: you notice that a card you own is at auction, and either due to a low original ask or a high bid (perhaps you help out here by starting a bidding war on the card), there is a noticeable difference in price between the current highest bid and the ask with which it is paired. The person who has the current highest bid on the card thinks they're getting a good deal, since they will only be charged the average of their bid and the ask--they're not paying the full price of their bid. At this point you drop them by placing a bid of your own at the same price as the ask and simultaneously selling your card for the same price this person has bid. You sell a copy and buy a copy of the same card, so there is no change there, but you make a profit of the difference between the price at which you sold the card to your victim and the lower price at which you have bought it.

DV: Deck value. This is how much all your cards together are worth, according to the in-game market value computations. This is how users are ranked for the cards badge. It does not include the value of any bank you may have.

Ex-flag/Ex-nation: An ex-nation card is a card from Season One whose flag is the "ex-nation" flag of a CTE'd nation. Note that because of the way Season One cards were printed, the nation may or may not actually be CTE'd. It may have returned since its card was printed. (Conversely, a nation whose card is *not* an ex-flag card may have CTE'd, and it will not be reflected on the card.)

Farms: NationStates puppets especially for farming cards: used to answer issues and gain additional packs of cards.

Flipping: See Turn and Burn.

Heist: To heist is to steal bank from another user's transfer (see below). The term can also be used as a noun. By selling a card another user is buying for a high price, you can effectively steal bank from them.

Inflation: The act of increasing the market value of a card, commonly used for artificial inflation of common and uncommon cards. Artificial inflation is done in a similar way to a transfer (see below), in which one player "sells" a card back and forth between two nations controlled by them until the card is inflated.

JV: Junk value. This is how much bank is earned by junking a card, and is the same price it costs to gift the card.

KK or Koem: Koem Kab, the user behind the nation of the same name, which is far and away the richest and most successful nation in the card trading game. (So much so that he has been given a Security Council condemnation out of jealousy.)

Leg: A card with 'legendary' value. Plural: legs. Can also be referred to as legends.

Match: To accept someone's bid or ask on a card by offering or requesting to sell the card for the same price. Or, in a more complicated auction, it can refer to different bids or asks pairing with each other as the situation changes.

MV: Market value. This is an in-game calculation to help estimate the value of a card, and is the rolling average of the last 10 trades of a card (not including sales from a nation to itself). However, there have been bugs in the system which may not all currently be fixed as of the end of 2019.

Overbidding: Offering to pay more than the current highest bid on a card.

Pennybidding: To bid only a cent (.01 bank... or so) over the current bid in an auction. Pennybidding is considered rude by 1%ers who resent wasting time on an auction (each bid adds a minute to auction length). The author of this glossary is of the opinion that anyone who complains about pennybidders is spoiled and that it is a perfectly valid strategy.

Piggybacking or Sneaky Transfer: Using an existing auction to transfer bank by selling another copy of the same card for a very high price just at the last minute of the auction. This cuts down on heists by avoiding having such a high bid outstanding for an entire hour.

Processing: Going through packs of cards to determine what to do with them, whether junk, sell, gift, add to a collection, et cetera. This may or may not include actually opening the packs.

Pull: To find a card in a pack.

Pull event: Because cards have a chance of being pulled when at auction, even if the nation behind them has CTE'd, players will sometimes purposely sell cards back and forth and farm in the meantime to try to find the card.

Pup: A puppet nation (in this context, one used for farming). Also called farms or sometimes puppies.

S1: Season One, or a card from Season One.

S2: Season Two, or a card from Season Two.

Snapshot: There have been two snapshots, one for each season. This is the moment at which the details and appearance of a card are determined. During the original April Fools cards event, cards were dynamic, meaning their appearance changed with their nation. When cards came back and S1 began, there was a snapshot which updated and finalized the appearance of season one cards. (This is why there are ex-flag cards: some cards exist for nations that no longer existed during the snapshot.) S2 began with a snapshot which finalized cards' rarities, but then there was a period where players were allowed to update various aspects of the appearance of their cards.

Sneaky Transfer: See Piggybacking.

Sniping: Sniping is sneaking in on an auction at the last moment. Usually this refers to heisting, where the goal is to steal bank from a transfer (see below) but it can also be used in the opposite direction to refer to overbidding at the last moment to try to win an auction.

TCALS: Trading Card Anti-Laundering Service, a term coined by Testlandia to refer to the mechanic behind Pull Events (see above). TCALS sometimes inserts a card that is currently at auction into packs from newly answered issues. (More bids on the card in the auction are correlated with more cards being 'printed' by TCALS.) TCALS was intended to make it more difficult to perform a Transfer (see below), but was used by players to create more copies of valuable cards and has been very controversial. There has been much discussion about the way TCALS works, resulting in the admins implementing a change to the mechanic in July 2020.

Transfer: Almost always a Bank Transfer (Card Transfers are usually unnecessary since you can gift cards to yourself). A transfer is a sale to oneself via a puppet in an effort to get more bank on your main account. By selling a card for a high price no one else is willing to pay, you can ensure that your puppet wins the auction and the bank spent winds up on your main account. The danger, however, is that someone else has the same card, sees the transfer, and sells the card for just slightly less to make off with your bank (a heist, see above). Cards being transferred have an additional chance to be pulled during the auction.

Transfer card: A card specifically used for safe transfers of bank. This is usually a card that has few owners, or may have CTE'd. Perhaps it is simply a card of which you own a high number of copies. The market value of the card is likely not reflective of its true value, since by transferring it repeatedly for more than it is worth the market value calculations become inflated. Cards at auction have an additional chance of being pulled so another user may find the card you are using and try to heist you (see above).

Transfer Fee: the price paid to gift a card to another nation. The same as a card's Junk Value.

True CTE: This is a card whose nation has CTE'd (a dead-inside card, see above), of whom it is safe to assume that they are not coming back. A card whose nation CTE'd yesterday is not a true CTE since they may log in again in the future. In theory there's no way to know when a card is a true CTE, but by looking at how long a nation has been CTE'd and comparing that to how long it existed one can make an educated guess. True CTE's are valuable cards because they can only rarely be pulled except during a pull event (see above).

Turn and Burn: This move is similar to dropping (see above) but it is a bit more difficult to pull off and you don't need to own the card to do it. Like dropping, it involves working up the price of a card in a bidding war, once you've won the card, you turn around and sell it right away again before your opponent removes their higher-than-usual bid. Again you can make profit here because there is a difference between bid price and the actual price paid when an auction is resolved. Since you pay the average between your bid and the original (lower) ask, you can then ask the same amount as the similarly high bid of your opponent to make a profit. This can also be called flipping.

UC: A card with an Uncommon rarity.

Underask: To ask less than someone else for a card, usually one at auction. This is the main mechanic used when sniping or heisting (see above). If someone has asked a price for a card that is more than it is worth--for example, in a transfer--by asking just less than them you can take the bank that has been bid on the card.

UR: A card with an Ultra-Rare rarity.

Thanks for reading! You've made it to the end of this guide. If you have any answered questions, please check out the card channel on Linkour discord server, and we will make an effort to update this guide if deemed necessary.

Hopefully now you're fluent in cardspeak, and you know that if you 'pull someone's leg' you're not playing a trick on them. Happy farming!

Glossary written by Recuecn, with some recent updates from Giovanniland.

Layout by Bran Astor & Fujai