Common Play Learning
Common Play Learning

Flattening the curve of competitive gaming.

Competitive games aren't too hard. They're badly introduced. The rules are in the manual, but the things you actually need — what the words mean, what you're supposed to be looking at, what to practice on a Tuesday night — get passed around by word of mouth and never written down. This is where I write them down.

The same destination, a very different first month

Most people quit somewhere in the flat part.

MOST PEOPLE QUIT HERE Hour one Holding your own Skill
Figuring it out alone With someone telling you what matters
7Guides live
$0To read any of them
0Accounts required
60Sources in the directory
The premise

The wall isn't difficulty. It's vocabulary.

Every competitive game has a layer of shared knowledge that experienced players forget they ever learned. Until you have it, you're not losing to better play — you're losing to not knowing what's happening.

01

You can't practice what you can't name

"Get better at neutral" is useless advice until someone tells you neutral is the part of the match where nobody has the advantage yet, and that it's mostly about spacing. Naming a thing turns it into something you can work on.

02

The tutorial teaches the rules, not the game

In-game tutorials teach you which button does which move. They rarely teach you what to do when you're getting pressured in the corner, or why the thing you keep doing keeps losing. That gap is where most people quit.

03

Losing is the curriculum

You will lose a lot early and that is not a signal to stop. It's the only way to collect the specific problems worth practicing. Every guide here is built to shorten the time between losing and understanding why.

The guides

Two kinds of game. Seven on-ramps.

Two shelves, because a card game and a fighting game ask completely different things of a beginner — one wants you to read a rule correctly, the other wants you to build a habit. Each guide assumes you've never played its genre. Read in order or jump to the part you're stuck on. All free, all in the browser, all built to work on the phone in your hand at the table or on the couch.

Card games

4 guides

Everything happens on a table, in turn order, with information you can see. The hard part isn’t reflexes — it’s knowing what a card is allowed to do and when the other player gets to respond.

Six Prizes, a beginner's guide to the Pokémon Trading Card Game
Card game · Beginner's guide

Pokémon Trading Card Game

The biggest card game there is, taught in the order you actually need it. Fifteen chapters: the six-prize race, the turn, evolution's two separate timing rules, the six-step damage order that decides games (with a calculator), the Checkup, deck building, regulation marks, and what to buy first — plus what to unlearn if you arrived from Pokémon TCG Pocket.

15 chaptersDamage calculatorStandard, Aug 2026
Learn the game pokemon
MAGIC: THE GATHERING — FINAL FANTASY Starter Kit guide
Card game · Starter guide

Magic: The Gathering — FINAL FANTASY

The Starter Kit box, taught from the shrink wrap forward. Thirteen chapters covering everything the box assumes you already know: lands and mana, the full turn as a clickable sequence, combat step by step, the stack, the set's own Job select and Tiered mechanics, and both complete 60-card decklists for Cloud and Sephiroth.

13 chaptersInteractive turn sequenceBoth decklists
Open the guide mtgff
Newest Turtle Team-Up, a guide to the co-op MAGIC: THE GATHERING x TEENAGE MUTANT NINJA TURTLES box
Card game · Co-op guide

Magic: The Gathering — Turtle Team-Up

The co-op box, where two to four players share one life total and the opponent is a stack of cards that plays itself. Thirteen chapters: setup, both halves of the turn as a stepper, the three boss stages, the damage rule that decides which of your creatures die, all four 60-card decklists — plus printed text for every Boss, Event and Ninja, and six rules the launch-week videos got wrong.

13 chaptersFull villain referenceAll four decklists
Open the guide tmnt
The Illuminary, a Disney Lorcana reference library
Card game · Reference

Disney Lorcana — The Illuminary

A reference library rather than a single guide: core rules and the keyword glossary, nine ways to play, both co-op Illumineer's Quest scenarios, the deck-building math behind a consistent sixty, and what the organized-play scene actually expects of you. Built to settle a table argument in ten seconds.

9 formatsWeb + printable PDFBoardside-ready
Open the library lorcana

Fighting games

3 guides

Everything happens in real time, and the genre hides its rules behind a wall of jargon. These start with the two or three habits that actually decide low-level matches, then build outward.

Games I'd add next, in rough order of how much I'd learn writing them:

Guilty Gear -Strive-2XKOFatal Fury: City of the Wolves
The shared vocabulary

The words nobody stops to define.

Every competitive game has a layer of shared language that experienced players forget they ever learned. Until you have it, you're not losing to better play — you're losing to not knowing what's happening. Learn these once and they follow you between games.

The resource directory

Everything else worth reading, in one place.

My guides can't cover every game, and shouldn't. So this is the shelf: fifty free things other people made, split the same two ways the guides are. Fighting games get the primers, frame-data explainers, character guides, gear advice and tournament data. Card games get the official rules documents, the card databases everyone actually uses, deck builders, and the tools for finding a table.

Every entry says who made it and when to read it. Links go straight out — nothing here is mine, and none of it is behind a signup.

  • Fundamentals & trainingPrimers, frame-data explainers, and a practice plan for training mode
  • Per-game guidesStreet Fighter 6, Tekken 8, Guilty Gear, DBFZ, Granblue, Under Night, Killer Instinct, 2XKO
  • Card game rules & toolsOfficial rulebooks, Lorcana's card gallery and Dreamborn, Scryfall and the hyperlinked Magic rules
  • GearHow to choose a stick or a leverless without spending $200 to find out
  • The sceneTournament results, player counts, and how to find a local event near you

Start where you are.

If you already own one of these games, read that guide. If you don't own any of them, read the vocabulary section above — it'll make the next fighting game you try substantially less confusing, whichever one it turns out to be.

Common Play Learning

Flattening the curve of competitive gaming.

Guides, shared vocabulary, and a directory of the best of the rest.

Card game guides

Fighting game guides

Across every guide

Part of Common Play Studio · free, no accounts, no email capture · steve@commonplay.io