Trading card game culture is a phenomenon which has not been extensively studied. Eight trading card game players, Asian American adolescent males between the ages of fourteen and seventeen, participated in a qualitative semi-structured interview to describe their inner experiences. Additional data was collected via the Millon Adolescent Clinical Inventory (MACI) and the Guilt and Shame Proneness Scale (GASP). The major themes found included: Academics, Acceptance and Community, Emotional Regulation, Investment, and Personal Expression. Minor themes included: Types of Peers and Trading. The MACI and GASP yielded additional data to help conceptualize the participants’ experiences. This data helps researchers to begin to understand the role that trading card games play in adolescent development.