On non-PC games, only magic: the gathering really comes to mind.I "learned" it from someone at school who had bought a few booster packages and made a game as he went along (in his favor). I actually bought a starter pack and learned the rules from a tiny instruction manual that came with it. I was pretty decent at English then, but it certainly wasn't perfect. Also keep in mind that this was 4th edition, so it still had pretty complex things like banding and interrupts. And I had nobody to properly learn the game from (I was the one introducing it to all my other friends).
I remember the first games we played had things like giving mana when untapping and just stacking mana as we went (for some reason, mana burn was only mentioned once in the glossary). I remember arguments on whether you could just discard cards you didn't want anymore (lord of the pit), everything was used during your own turn (there wasn't a counterspell in that first package). Oh, and we had no idea there was something like rarity (honestly: the first card I had two of was lord of the pit), so we just put all our cards in a large heap and drew from that.
Hero quest is a bit iffy. I was usually that Morcar guy (dungeon master for D&D gamers), and I used to make things way too easy for the players (only moved one monster, never went for the weakened one...that sort of thing). When I later decided that I would make things harder, they started waiting around corners and strategically positioning so my guys could hardly even hit them. It's still a fun game if D&D is too complex for you, but it's pretty broken if you're playing with people who know what they're doing.
I remember the first games we played had things like giving mana when untapping and just stacking mana as we went (for some reason, mana burn was only mentioned once in the glossary). I remember arguments on whether you could just discard cards you didn't want anymore (lord of the pit), everything was used during your own turn (there wasn't a counterspell in that first package). Oh, and we had no idea there was something like rarity (honestly: the first card I had two of was lord of the pit), so we just put all our cards in a large heap and drew from that.
Hero quest is a bit iffy. I was usually that Morcar guy (dungeon master for D&D gamers), and I used to make things way too easy for the players (only moved one monster, never went for the weakened one...that sort of thing). When I later decided that I would make things harder, they started waiting around corners and strategically positioning so my guys could hardly even hit them. It's still a fun game if D&D is too complex for you, but it's pretty broken if you're playing with people who know what they're doing.