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.
(a simplified version for old folks and kids)
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.
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.