New Rules
for old games
for old games
Introduction:
This is my version of the old bar game known as Shut The Box but with cards and dice.
Preparation:
Use two dice
Give a set of cards of the same suit from Ace to Queen for each player.
Set the cards in front of each player face up.
Play:
Roll two dice.
Turn over cards according to the result. (Jack = 11, Queen = 12)
Can either turn over the numbers of each die or the combined number.
Fe: a roll of one and five means that the Ace and the five are turned over or the 6 is turned over.
If both dice are used in play, the player may roll again.
If the player rolls a double, the player may turn over the card of the total number on another player.
Fe: If a double 2 is rolled , the player may turn over another player’s 4 if it is face down.
Winning:
The first player to turn over all 12 cards is the winner.
(simplified version)
Introduction:
I enjoy collecting trading cards but find the rules of the game too complicated for me so I devised some easier ones for two or more people to play together. I also added rolling dice to introduce the element of chance which is a significant part of any battle.
Needs:
Five 1d6 of two different colors for each player.
One 1d20 for each player to track Life Points.
A minimum of 60 MTG cards per player.
Preparation:
Shuffle all cards of one or more MTG packs. This is the Source Deck.
Take 60 cards from the Source Deck. This is the Play Deck.
Prepare the Play Deck
Check the Play Deck to see there are at least 20 lands.
Remove all Artifact, Sorcery, and Enchantment cards.
Replace any cards from the top of the Source Deck to maintain 60 cards.
Shuffle.
The Starting Hand
Each player draws 7 cards.
If the player does not have at least 2 lands, the player re-draws 7 cards.
Highest dice roll decides who starts.
Set Life Counters to 0.
Play:
Each turn has the following phases:
Untap - Draw - Build - Cast - Combat - Clean Up
Untap
Turn all face-down cards face-up.
Draw.
Pick a card from the deck.
Build.
The player can place a land on the board vertically (untapped).
Only one land can be played per turn.
Cast.
Either:
Place one or more creatures on the board face down if there are lands equal to the required mana of each creature OR
Place one or more creatures into combat.
Check to see if any active (not in hand or in combat) creatures need an update.
Each player can place as many creatures as they want per turn as long as they have enough mana for each.
Each new creature must suffer conjuring sickness for one turn by being face down upon entering and cannot go into battle.
Only active (face-up) creatures can use the power listed on their card.
Combat.
(note: attacker always goes first)
Set Up
The player can announce an attack to any player (not specific creature) by any number of creature(s) and tap (turn over) the required mana.
The creatures are brought forward into the Combat Zone.
The defender can defend with one or more of the creatures active on the board and tap the required mana or announce no defense.
The defending creatures are brought forward into the Combat Zone.
Resolve any actions from the cards.
If there is no defense, the Attacker cards are discarded and the Attacking player gets one life point per card.
Spells
Instant cards can be attached to any creature or creatures as long as there is corresponding mana to tap.
Instants count as spells.
Resolve any actions from the spells.
Battle
The Attack/Defend numbers are on the bottom right of each card in that order.
The Attacker rolls the number of combined Attack dice with any modifiers.
The Defender rolls the number of combined Defense dice with any modifiers.
The highest number of total points from each side is the victor of the battle.
If there is a draw, all cards in the battle are discarded with no points awarded.
Spoils
The winning player collects 1 life point for each defeated creature.
All cards used for the attack and defense are discarded.
Clean Up.
Discard or add cards from the deck until there are seven in hand.
The Discard pile can be re-shuffled if there are not enough Draw cards.
This continues until one of the players has 10 points.
Winning:
The first player to gain 10 life points is the winner.
(Solo Version)
Introduction:
Sometimes I simply don't have anyone to compete against so I developed this version for one player. It sets a set of cards against one player.
Needs:
Five 1d6 of two different colors for each player.
One 1d20 for each player to track Life Points.
A minimu of 120 MTG cards.
Shuffle all cards of one or more packs - this is the Source Deck.
Take 60 cards from the Source Deck - this is the Play Deck.
Check the Play Deck to see there are at least 20 lands.
Remove all Artifact, Sorcery, and Enchantment cards.
Replace any cards from the top of the Source Deck to maintain 60 cards.
Shuffle the cards.
Draw 7 cards.
If the player does not have at least 2 lands, the player re-draws 7 cards.
Set the Life Counter to 0.
Set the Source Deck in the middle of the board.
The Player’s Turn
The Player always goes first.
The Player takes a turn with their Play Deck with the following phases.
Untap - Draw - Build - Cast - Combat - Clean Up
Untap
Turn all face-down cards face-up.
Draw.
Pick a card from the deck.
Build.
Place a land on the board.
Only one land can be played per turn.
Cast.
Either:
Place one or more creatures on the board face down if there are lands equal to the required mana of each creature OR
Place one or more creatures into combat.
Each new creature must suffer conjuring sickness for one turn by being face down upon entering and cannot go into battle.
Check to see if any active (not in hand or in combat) creatures need an update.
Only active (face-up) creatures can use the power listed on their card.
Combat.
The Player can attack with as many creatures covered by their mana.
If the next card drawn from the Source Deck is not a creature, the Player wins a life.
If the card is a creature, the Player must immediately go into combat.
If the Source Deck attacks, go into Combat. (see below)
Clean Up.
Discard or add cards from the deck until there are seven in hand.
The Discard pile can be re-shuffled if there are not enough Draw cards.
The Source Deck’s turn
Draw.
Pick a card from the Source Deck.
Results:
Lands: discard
Instants: Set aside.
Creatures: go directly into Combat.
Combat.
Set Up
The creature is brought forward into the Combat Zone.
The Player can
defend with one or more of their creatures active on the board and tap the required mana OR
announce no defense.
The defending creatures are brought forward into the Combat Zone with any Instants to be used.
Resolve any actions from the cards.
If there is no defense, the Attacker cards are discarded and the player loses one life point per attacking creature but no Player cards are lost.
Spells
If there are any Instant cards set aside from the Source Deck, they are assigned to the attacking creature.
Instant cards can be attached by the Player to any creature or creatures as long as there is corresponding mana to tap.
Instants count as spells.
Resolve any actions from the spells.
Battle
The Attack/Defend numbers are on the bottom right of each card in that order.
The Attacker rolls the number of combined Attack dice with any modifiers.
The Defender rolls the number of combined Defense dice with any modifiers.
The highest number of total points from each side is the victor of the battle.
If there is a draw, all cards in the battle are discarded with no life points awarded.
Spoils
The Player collects 1 life point for each defeated attacking creature or loses 1 life point for each defeated defending creature.
If the Player loses, all tapped mana must be discarded.
Winning
This continues until the Player has 10 points (a win) or the Source Deck has 10 points (a loss).
For 2-4 players
Preparation:
Use one deck with jokers for every two players.
Each player gets five cards.
Play:
On your turn, take one card and play one card.
Each card is worth its number in points. (Aces are one point).
Cards in hand of opposite color can take cards below their points.
To take a card, display your attack card then discard both the attack card and the target card.
(Fe: a red 5 can take a black 4 or less)
Special Cards: (when placed on the table)
The Ace played allows you to:
take another turn OR
remove a 10 of an opposite color and discard both cards.
A Two played allows you to draw then discard two cards at the end of your turn.
A Jack can steal any opponent's card. The stolen card is put into the player's points and the Jack is discarded.
A Queen can be set on the table and protects the player from any attacks except Jokers.
A King can remove any one card including Queens.
A Joker allows the player to get a new hand and take another turn. The entire previous hand is discarded.
Special Cards are discarded after use.
Winning:
The First player to accrue exactly 21 points is the winner.