Cardwars (Working Title)
A 54-card deck is divided into two 27-card decks where each deck contains two suits and one Joker.
Players each starts with 20 life. When a player's life is reduced to 0 or less, that player loses the game.
Glossary
Actions
- Mark - turn a card sideways to mark it.
- Unmark - turn a card upright to unmark it. Cards are always played in unmarked position initially.
- Destroy - move the card to its controller's graveyard.
Card types
- Resource card - any non-face card.
- Face card - Jacks, Queens, and Kings.
Zones
- Battlefield - the main field of play.
- Graveyard - where cards go when destroyed. Each player has their own graveyard.
Phases of play
Each of these phases occurs for each player's turn.
1. Recovery phase
Unmark all marked cards you control.
2. Draw phase
If your deck is empty, shuffle your graveyard and it becomes your new deck.
Draw one card from the top of your deck.
3. Play phase
One resource card may be played.
A Joker card may be played as a resource. It represents every suit and has a value of 10.
You may destroy any number of resource cards you control to play a face card of equal or lesser value and of the same suit as the destroyed resource cards.
4. Attack phase
You may attack your opponent with any number of face cards you control which have not been put into play this turn. Any attacking face cards are marked.
5. Defense phase
Your opponent may play a Joker card. If they do, all of your attacking face cards are destroyed and no damage is dealt.
Your opponent may block your attackers with any combination of unmarked resource cards and face cards they control. Your opponent must choose which cards block which attackers, or choose to not block an attacker all. Once blockers are declared, damage is dealt simultaneously.
Multiple cards may block a single attacker. The attacker chooses how damage is distributed among the blocking cards.
Face cards deal and absorb damage equal to their value, while resource cards deal no damage and absorb damage equal to their value.
Whenever a card absorbs damage greater than or equal to its value in a single turn, that card is destroyed.
Any damage that is not absorbed is dealt to the opponent's life.
6. End of turn
It becomes your opponent's turn.
This document by Alex Gleason is licensed under CC BY-SA 4.0.
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