for the Campaign version of the game, and granted special abilities to their owner. Game play Gameplay was balanced through a variety of recognizable CCG avenues. A small number of the most powerful cards were limited to one per deck, which prohibited one player from using multiple copies of one very powerful card. Many of the most powerful characters and equipment had an equally high Point Cost, which made them difficult to bring into play based on the game's mechanics (which limited the number of "Points" a player could bring into play each turn.) In many card games, a novice player would have difficulty defeating a player with the best cards (often most rare and expensive cards). Wildstorms balanced this by allowing the most common cards to take advantage of skills and abilities that increased their power, such as Teamwork and Leadership. These types of abilities could allow a small group of relatively weak characters to have a fighting chance against a very strong opponent. Where it lacked rule ingenuity, cards were really well developed. Although not really referencing to their respective comic powers. Characters were very well balanced. Far better variety than MTG (Magic: The Gathering). Some of the strongest characters could not use certain cards or abilities due to special requirements. Weaker characters could apply almost all types of cards to benefit their "handicap". Characters were plentiful and very different from each other. One unique aspect to the game was that it held a close resemblance to the comics. No two alike character cards could be played regardless of who owned it. Special Plot Twist cards could allow multiple copies of the same unique character to be in play simultaneously. With so many varied outcomes to the game but with depriving rules, many fans found themselves making their own rules to accommodate the comics. Players would follow the "No Point" system, which meant that characters came into play with a 10-point cost maximum. There was no point to be gained other than "Killing" other characters, no prizes to take as your own. It was a basic game but so addictive to the fans. Battles would last hours, sometimes even days. Since the lack of deck size with "Fan Rules". Card art Wildstorms has been praised for its aesthetics as well as its core game play. The card designs were unique among CCGs at the time, and featured artwork