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1966 Whitman Superman Card Game - Kidnapper (EX) For Sale


1966 Whitman Superman Card Game - Kidnapper (EX)
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1966 Whitman Superman Card Game - Kidnapper (EX):
$4.95

1966 Whitman Superman Card Game - Kidnapper (EX)


Entertainment Trading Cards

Browse our store of Entertainment Trading Cards which features cards from the early 1900\'s.Includes coverage for non-sport Topps, \"Bubbles, Inc.\", Fleer, Leaf, Goudey and other entertainment manufacturers.

1960s Entertainment Trading Cards

Another huge decade for Topps, the 1960s Entertainment Trading Cards lineup also includes popular sets from Donruss, Fleer, Leaf and Philadelphia Gum.

1966 Whitman Publishing Company Superman Card Game

1966 Whitman Publishing Company Superman Card Game set consists of 43 (2 1/4\" X 3 1/2\") playing cards of (3) Superman and (20) match sets. Original set also included (1) Superman Header Card & (1) Rules Card, for a total of (45).

Superman Card Game Rules:

Shuffle the cards, and deal one at a time until all the cards have been distributed. (Players will not all have the same number of cards.) Each player arranges his hand and lays down any pairs he has been dealt.

Player to dealer\'s left begins by drawing a card from the dealer\'s hand. If he can make a pair he lays them down. Play then moves clock-wise, the player on the left taking a card from the player on his right. The game continues until all cards have been paired. If a player has used all of his cards he waits until his opponents have played all of theirs. The first player to use all of his cards receivesa bonus of five points, but his pairs ca still be captured.

Using the points on each card the scores are ten added up and recorded. The first player to reach a score of 50 or the player with the highest score over 50 is the winner.

A Superman card has no value alone. However, it can be used to (a) cancel out a pair of minus cards, (b) capture an opponent\'s pair, (c) protect one of player\'s own pair. It is placed on top of the pair it has captured, cancelled out, or protected from being captured. Players must wait their turn before using a Superman card. After playing the Superman card they also must draw from the player on their right. Once a Superman card is used it cannot be used again.

How We Grade:

GemMint (GMT): (10.0)A flawless card. To be in Gem Mint condition,a card’s borders must have a ratio of 50/50 side to side and top tobottom.

Mint(MT): (9.0-9.5)A perfect card. Well-centered with parallel borders which appearequal to the naked eye. Four sharp, square corners. No creases, edge dents,surface scratches, paper flaws, loss of luster, yellowing or fading, regardlessof age. No imperfectly printed cards – out of register, badly cut or ink flawed– or card stained by contact with gum, wax or other substances can beconsidered truly Mint, even if new out of the pack. Generally, to be consideredin Mint condition, a card’s borders must exist in a ratio of 60/40 side to sideand top to bottom.

NearMint/Mint (NM/MT): (8.0-8.5)A super high-end card thatappears Mint 9 at first glance, but upon closer inspection, may exhibit a veryslight wax stain on reverse, slight fraying at one or two corners, or a minorprinting imperfection. Centering must be app. 65/35 to 70/30 or better on thefront and 90/10 or better on the reverse.

NearMint (NM): (7.0-7.5)A nearly perfect card at first glance, butupon closer inspection, may have slight surface wear, slight fraying on somecorners, slightly out-of-register picture focus, a minor printing blemish orslight wax stain on reverse. Centering must be 70/30 to 75/25 or better on thefront and 90/10 or better on the reverse.

Excellent/NearMint (EX/NM): (6.0-6.5)Card may have visible surfacewear or a printing defect. A very light scratch. Corners may have slightlygraduated fraying. Picture focus may be slightly out-of-register. Card may haveminor wax stain on reverse, may have very slight nothing on edges. Centeringmust be 80/20 or better on the front and 90/10 or better on the reverse.

Excellent(EX): (5.0-5.5)Corners are still fairly sharp with only moderate wear. Cardborders may be off center as much as 85/15. No creases. May have very minorgum, wax or product stains, front or back. Surfaces may show slight loss ofluster from rubbing across other cards. Dark bordered cards may have one or twosmall nicks.

VeryGood/Excellent (VG/EX): (4.0-4.5)Shows obvious handling, but stilllooks nice. Corners may be rounded or have minor creases. No major creases,tape marks or extraneous markings or writing. Surfaces does exhibit loss ofluster, but the printing is intact. May have paper wrinkles. May show majorgum, wax or other packaging stains. All four borders visible, though the ratiomay be as poor as 95/5. Exhibits honest wear.

VeryGood (VG): (3.0-3.5)A well-worn card, but exhibits no intentionaldamage or abuse. May be “Mis-cut or Off-Center” with no border visible. Mayhave major or multiple creases, however, creases are not so deep as to show theunderlying paper. This card is completely readable, has not been written on,and has no tape marks or holes. Corner rounding may extend well beyond theborder.

Good(GD) (2.0-2.5)Shows excessive wear, along with damage or abuse. Will show allthe wear characteristics of a Very Good card, along with such damage as thumbtack holes in or near margins, evidence of having been taped or pasted, perhapssmall tears around the edges or creases so heavily as to break the cardboard.Backs may show minor added pen or pencil writing or be missing small bits ofpaper. Still basically a complete card.

Poor(P): (1.0-1.5)A card that has been tortured to death. Corners or other areasmay be torn off. Card may have been trimmed, show holes from a paper punch orhave been used for BB gun practice. Front may have extraneous pen or pencilwriting, or other defacement. Major portions of front or back design may bemissing. Not a pretty sight.




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