When Hasbro brought Beyblade back to the West in 2010, it did not sell the toy alone. Every box held a small card, and every card had a code that let you play online. Card games already existed around Beyblade. This was something else: a card whose whole job was to get you onto a website, and a reason to buy the next top, because each new code opened another slot in the online game.

It worked. By the end of 2011, the year Beyblade brought Hasbro $477 million, the company counted ten million registered players, who had fought 26 million online battles that year alone.

The cards changed with the toys

The first cards, in 2010, were the only ones that looked like trading cards. Each showed the Bey’s owner from the anime, with the Bey’s name in katakana down the side, and folded open to show the parts. Beys with no owner in the show got a picture of the whole cast. Europe had its own print, with every part named in six languages.

Late in Metal Fusion and through Metal Masters the owners disappeared and the Bey took over the front, on grey concrete under the words “Let it Rip!”, with every part rated in stars inside and the code hidden under a flap. Metal Fury made the card flat and small, and every design after that stayed flat: the chain-link fence, the Spark FX night city, the black-and-gold Hyperblades, the red Shogun Steel cards, the gold BeyWarriors and the orange BeyRaiderz.

Why it ended

Hasbro never said. The record shows the order of events. Beyblade sales fell after the 2011 peak, and Hasbro warned of lower Beyblade sales in 2013 and 2014. In August 2014 the codes stopped mattering, and the Legends re-releases came without a card. The notice went up in August 2015, and a year later Hasbro had moved on to Beyblade Burst.

The battle game was a Flash program talking to Hasbro’s servers. Only its outer shell was ever archived, so it cannot be played again.