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Card Wars

Setup
1.

Separate the cards by color. One player uses the red half, and the other uses the
black half.
2. Each player removes the King, Queen, and Jack of one of their suits (doesnt matter
which one) and lays them down horizontally in the center of the board. These are
your landscape cards.
3. Each player shuffles their remaining cards and places them face down as their draw
pile.
4. Each player draws five cards from their draw pile. Then the game begins. The player
with the red cards goes first.
5. On the first turn, you are allowed to build and spawn on the same turn, but you are
required to spawn at least one creature. If you have no creatures to spawn on the first
turn, you must shuffle your hand back into your deck and draw five new cards. You
cannot attack on the first turn.

Structure of a Turn
First Phase (for lack of a better name)
During this phase, you are allowed to reclaim your landscape or floop passive animals
to disable opposing landscapes.
Spawning Phase
During this phase,you can either build or recall structures or spawn creatures. You can
spawn/build as much as you want, but you cant do both on the same turn. You also
cannot build and recall structures on the same turn. During this phase you can also
move creatures in and out of structures. You can also play down a shield (Q) on a card
during this phase.
You can also select cards from your hand to shuffle into your deck and draw new ones.
Normally, this is done instead of spawning or building, but if you have no creatures in
your hand or on the field, you are allowed to spawn a creature after refreshing your
hand, as not having any creatures on the field by the end of your turn is considered a
forfeit. You are allowed to keep refreshing your hand until you are able to spawn a
creature.

Battle Phase
It is in this phase that you perform your attack. Decide which of your creatures youre
attacking with, and which opposing creature youre attacking. Total up the damage dealt
(now is the time to play 5s and 6s), and attack. Make sure your opponent remembers
how much damage each creature has left.
When a creature is killed, move it to your temporary discard pile. If one of your mages
uses raise the dead, you can look through your temporary discard pile to choose
which card you want to respawn. (Reminder: Using a mage to heal or resurrect and
using a kind to instant-kill both count as your attack.)
Final Phase
This phase is the last phase of your turn. During this phase you can choose to floop a
landscape card. Then, you draw cards from your deck until you have five cards in your
hand. (Note: If you recalled a structure during your turn, you could possibly have more
than five cards in your hand by the end of your turn. In this case, dont draw any cards.)

Creatures
There are four types of creatures: knights (7s), archers (8s), mages (9s), and dragons
(10s). These are the four cards you can play down during the spawning phase of your
turn. The HP of each creature is defined by the number on the card, so, for example, a
knight would have 7 HP, and an archer would have 8. The table below covers the basics
of each creature.
Creature

Damage
Dealt

Special Abilities

Knight (7)

+2 damage dealt when cornfields are flooped.

Archer (8)

Can attack from a cave, but only does 2 damage from


inside the cave.

Mage (9)

1 to all
enemies

Can be placed inside a library. After 1 turn in a library,


the mage can perform a stronger attack (3 damage) to
one enemy. After 3 turns in the library, the mage can heal
an allied creature 2 HP. After 5 turns in the library, the
mage can raise a dead creature with half its HP, rounded
down, but this can only be used once before it has to be
relearned. Turns spent in the library do not have to be in
succession.

Dragon (10)

+2 damage dealt when mountains are flooped.


Can attack over castles.

Passive Animals
There are three types of passive animals: pigs (2s), goats (3s), and cows (4s). Passive
animals are used to disable an opponents flooped landscape cards. The table below
explains how these cards work.
Animal

Strength (can disable)

Weakness (defeated by)

Pig (2)

Cornfields

Mud

Goat (3)

Mountains

Cornfields

Cow (4)

Mud

Mountains

If an animal is flooped while its weakness is flooped, the animal is taken by the
opponent (For example: If Player1 floops a pig while Player2s mud is already flooped,
Player2 takes the pig into their own hand, and Player2 can use it against Player1s
landscape). Once an animal is used, it must be discarded.

Function Cards
There are a total of nine function cards in your deck. They are the King, Queen, Jack,
two Aces, and two 5s and 6s. The Jack is a wild card for building structures. The Queen
is a 2 HP shield that can be played on any creature (before attacking). The King is an
instant-kill card that can be played on any opposing creatures that are not protected by
a structure (counts as your attack). 5s and 6s add 1 damage dealt on an attack, and can
only be used once. The Aces can either be used in structures (see below) or they can
be used as a reclaim landscape card. Reclaim landscape allows you to reset all
landscape cards, including cards disabled by passive animals (pigs, goats, cows).

Structures
There are three structures you can build: caves, libraries, and castles. Structures are
built during the spawning phase of your turn. You are not allowed to build a structure
and spawn a creature on the same turn. You can only have one of each structure on the
field at once, but you are allowed to recall undamaged structures to your hand in order
to build new ones. The table below explains the basics of the three structures.
Structure

Price

Arr.

HP

# of
residents

Features

Cave

2 cards,
sum of 7

Triangle

Defense against
attacks

Library

2 cards,
sum of 8

Straight
line

Defense against
attacks, mages can
study spells inside
libraries

Castle

3 cards,
sum of 9

U shape 7

Defense against
attacks

When you play a structure, you show the cards to the other player, then place them face
down on your field in their configuration. You cannot attack from inside structures, but
there is an exception for archers in caves (see Creatures on previous page).

You can use any cards to build structures, as long as they add up to the correct number.
All cards will count as their face value, with the exceptions of Aces and Jacks. Aces can
count as 1 or 0, and Jacks can be any number (wild card).

Landscape Cards
Each player has three landscape cards that are laid out before the game starts. The
cards are grasslands (J), dirt (Q), and hills (K). The cards are all the same suit, which
you will decide on at the beginning of the game. The table below shows the functions of
the landscape cards.
Landform

Floops to _________

Features (when flooped)

Grasslands (J)

Cornfields

+2 damage dealt by knights

Dirt (Q)

Mud

None

Hills (K)

Mountains

+2 damage dealt by dragons

At the end of your turn, you have the option to floop one of your landscape cards, and
you may only floop one per turn. You are only allowed to have two landscape features
flooped at a time. You can unfloop a land card, but that also disables it, and it can only
be recovered by a reclaim landscape card. When a landscape is disabled, you flip it
face down.

Winning
To win the game, one player must defeat all of the other players creatures, leaving the
losing player with nothing left to attack with. The losing player may possibly have cards
left in their hand, but as long as none of them are playable creatures, the player loses.
The winning player (the cool guy) must then drink from a cup of soda, and the losing
player (the dweeb) must drink some sort of disgusting concoction.

Have fun playing!

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