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Card Wars Rules
Card Wars Rules
Section A: Setup
1. To play a game of cardwars, you need a deck of exactly forty cards. You cannot have any
more than three copies of any single card in your deck. Beyond those two rules, you can
compose your deck however you like.
2. There are five different places that your cards can be during the game. Your deck, your
hand, your discard, your ruins pile, and in play.
a. At the start of your game, all 40 of your cards are in your deck. You shuffle it, and after
that you can’t look into it unless a card specifically tells you to.
i. When there are no cards remaining in your deck pile, you lose the game.
b. After that, you draw cards from your deck until you have 20 worth ( ) of cards in
your hand.
i. Worth is explained later, for now just know that different cards have different
worths, which vary from zero to five.
ii. You will almost never get exactly 20 worth of cards, but as soon as you draw a card
that puts your hand’s worth at or over 20, stop drawing
c. Cards go into your ruins pile when they are destroyed in combat (see page #)
i. When you have 20 worth of cards in your ruins, you lose the game. For this
purpose, pretend that cards with 0 worth have 1 worth.
d. Spells go into your discard after you play them, and when you draw. (see page #)
e. Cards that are in play are laid out onto for both players to see. There is no limit to the
number of cards that you can have in play or your opponent can have in play.
i. Cards that are in play can be flooped. That is the major difference between them and
cards in your hand/deck. When spells are played, you just do what they say and
send them to the discard.
Section B: The Types of Cards
1. There are three types of cards. Creatures, Buildings, and Spells
a. All of these card types, in common, have a worth of any value from zero to six.
2. Creatures had a power, an element, and a level. They also have floop abilities and intrinsic
abilities.
a. Power determines how well creatures do in combat. When a creature attacks a building,
if it has more power ( ) than the building’s integrity it destroys it. If the creature has
equal or less power than the building’s integrity it is not destroyed.
b. A creature’s element ( , , , , , , , , ) determines
what sorts of buildings can give it levels. A building has a bonus of 1, 2, or 3, and an
element. When a creature is inside of a building with the same element as it, gains the
building’s bonus at levels at the end of each floop phase as long as the building is not
flooped.
c. A floop ability takes effect when the creature is flooped. Floop abilities generally are one
shot effects, similar to spells. The number before the floop ability is the level that the
creature has to be to use it. A floop ability is prefaced with the floop symbol. ( )
i. A floop ability can only be used during the floop phase of the turn.
d. A creature’s intrinsic ability, generally speaking, always applies. An intrinsic ability
might, for example, increase the creature’s power permanently. The number before the
intrinsic ability is the level that the creature has to be for it to take effect.
3. Buildings have an integrity, a capacity, and a bonus or multiple bonuses. They also have
floop abilities and intrinsic abilities.
a. Integrity ( ) determines how well a building does in combat. When a creature
attacks a building, if it has more power than the building’s integrity it destroys it. If the
creature has equal or less power than the building’s integrity it is not destroyed.
b. Capacity ( ) determines how many creatures can be inside of a building at any one
time.
i. When a building is destroyed in combat, all of the creatures inside of it are
destroyed as well. If it is destroyed by something else, like a spell or floop ability, the
creatures in the building just cease to occupy it when it is destroyed.
c. Bonus (+#), followed by the symbol of an element, determines what creatures can gain
levels from being inside of the building.
i. Creatures of the element that the building has a bonus for gain levels equal to the
value of the bonus (+1, +2, or +3) at the end of every floop phase, if the building that
they are in isn’t flooped.
ii. A building is considered to be of every element that it has a bonus for.
iii.Creatures with multiple elements can gain levels from a building so long as it has
one of the elements that the building has a bonus for. Creatures without elements
can gain levels from any building with a bonus.
d. A floop ability takes effect when the creature is flooped. Floop abilities generally are one
shot effects, similar to spells. A floop ability is prefaced with the floop symbol. ( )
i. Remember, flooped buildings don’t give levels at the end of the floop phase.
ii. A floop ability can only be used during the floop phase of the turn.
e. An intrinsic ability is always active as long as the building is in play unless the card says
otherwise. (Eg: “when this card comes into play...”)