Official rules · version 2.3 · July 2026

SUPERJACK

The complete rules of the war hiding inside a standard deck—setup, combat, gems, royals, straights, timing, the Superjack, and every confirmed ruling.

1. INTRODUCTION#

Theme & Story#

Superjack is a game of warfare, played with standard playing cards. Each player acts as a commander for a warring kingdom, utilizing magic and military resources to eliminate all opposing commanders.

Conflict between two massive kingdoms has resulted in warfare. You act as the commander for one of the kingdoms. Your goal is to destroy the commander of the other kingdom. To do this you will use magic from gems which are routinely mined in your kingdom. These gems power your magic abilities, as well as your army of warriors and spirits.

Design Philosophy#

Superjack combines elements from:

What You Need to Play#


2. GAME SETUP#

Deck Composition#

Each player uses a 40-card deck consisting of:

Card Type Cards Count
Gems 2, 3, 4, 5, 6, 7 24 cards (6 ranks x 4 suits)
Creatures J, Q, K, A 16 cards (4 ranks x 4 suits)

Starting the Game#

  1. Each player shuffles their deck
  2. Each player starts with 20 Health (there is no maximum — health may rise above 20)
  3. Each player draws 5 cards as their starting hand
  4. For a brand-new game, determine who goes first at random (for example, with a coin flip, die roll, or randomly drawn card)
  5. The player who goes first skips the draw step of their first turn
  6. In a rematch, the loser of the previous game goes first. After a draw, determine the first player at random again

Mulligan Rule#

If you are unhappy with your starting hand, you may mulligan once:

Hand Size#

There is no maximum hand size. You never discard for having too many cards.


3. CARD TYPES#

3.1 Gems (2-7)#

Gems are your energy source and magical fuel.

Colors#

There are two colors of gems:

Using Gems#

Gem Sacrifice Abilities#

Each gem can be tapped and sacrificed (sent to your graveyard) for a one-time effect based on its rank:

Gem Rank Ability Name Effect
2 or 3 Fireball Deal 2 damage to target creature OR 1 damage to target player
4 or 5 Mine Generate +3 energy of that gem's color this phase
6 or 7 Draw Draw 1 card
Important: Gem sacrifice abilities are reactive - they can be played at instant speed. Mine and Draw resolve immediately and do not create a response window. Fireball is the exception: because it targets, it creates a response window (see §7.2).

3.2 Creatures (J, Q, K, A)#

Creatures are your fighters and have Power (attack strength) and Toughness (health).

Color Requirement#

To play a creature, you must pay energy that:

Creature Stats#

Creature Cost Power/Toughness Special Abilities
Jack (J) 2 energy 1/1 Stacking
Queen (Q) 4 energy 2/2
King (K) 5 energy 3/3
Ace (A) 3 energy 1/1 Rush, Instant Speed, Spell Mode

Untrained Rule#

A creature is untrained during the turn it enters play or changes control. Untrained creatures cannot attack (unless they have Rush or Royal Charge). Being untrained restricts only attacking:

A creature is trained once it has been continuously under your control since your current turn began.


Jack Special Rules#

Stacking#

Jacks can be combined ("stacked") to form more powerful creatures:

Jacks Stacked Power/Toughness Notes
1 Jack 1/1 Normal
2 Jacks 2/2 Power doubles
3 Jacks 4/4 Power doubles again
4 Jacks 8/8 Superjack - gains Trample

Stacking Rules:

Overencumbered#

If two or more Jacks are added to the same stack during a single turn, the stack becomes overencumbered for the rest of that turn — it cannot attack. (The Jack or stack being added onto does not count as "added.") Overencumbrance is checked when attackers are declared; a stack that becomes overencumbered after legally attacking remains in combat.

Superjack (4 Jacks)#

The Superjack has Trample: In combat, excess damage beyond what's needed to kill blocking creatures is dealt to the defending player (see §5.5 for trample math).


Ace Special Rules#

Aces are unique - they function as both creatures and spells.

Instant Speed#

Aces can be played at any time you have priority, including:

Three Modes#

When you play an Ace (cost: 3 energy of its color), choose one:

  1. Creature Mode: Put into play as a 1/1 creature with Rush (can attack immediately)
  2. Spell Mode: Destroy target gem an opponent controls
  3. Counter-Ace: Cancel another Ace's effect (creature or spell)

Response Window#

Playing an Ace creates a response window - your opponent can respond with reactive actions before it resolves.

Countered Aces#

A countered Ace goes to its owner's graveyard. The energy spent on it is not refunded.

Strategic Notes#


4. TURN STRUCTURE#

Each turn consists of three phases:

4.1 First Main Phase#

Step 1: Untap#

Step 2: Draw#

Step 3: Play#

You may perform any of the following actions:

Priority: You hold priority throughout your main phases. Your opponent can only act when a response window is created, or when you pass.

4.2 Combat Phase#

Combat proceeds in the following order:

1. Declare Attackers#

2. Declare Blockers#

3. Response Window#

4. Damage Resolution#

End of Combat#


4.3 Second Main Phase#

Ending the Turn#

  1. When finished, say "Pass" — priority passes to your opponent
  2. Your opponent may take reactive actions; you may respond in turn (during this exchange you may still play your gem if you haven't, but not creatures)
  3. The turn ends when both players pass consecutively without taking an action. Any action restarts the exchange
  4. At end of turn: Royal Charge effects expire, and all surviving creatures heal to full toughness

5. GAME MECHANICS#

5.1 Playing Gems#

5.2 Playing Creatures#

5.3 The Energy Pool#

5.4 Tapping and Untapping#

5.5 Combat#

Attacking#

Blocking#

Damage#

Blocked Attackers#

Trample Math#

Leaving Combat#

Creature Death#

Healing#

5.6 The Graveyard#

5.7 Running Out of Cards#


6. SPECIAL ABILITIES#

6.1 Gem Sacrifice Powers#

Sacrifice a gem (tap it and put it in your graveyard) for its effect:

Rank Name Effect
2-3 Fireball Deal 2 damage to target creature OR 1 damage to target player
4-5 Mine Generate +3 energy of that color this phase
6-7 Draw Draw 1 card (does nothing if your deck is empty)

Timing: Gem sacrifices are reactive and happen at instant speed. Mine and Draw resolve immediately with no response window. Fireball creates a response window because it targets (see §7.2).


6.2 Straights (Same-Color Sequences)#

A straight is a sequence of three or more consecutive gems of the same color (all red or all black). (Exception: for Royal Charge only, a run of two counts — see §6.4.)

Tap the gems in a straight to activate its effect:

Length Name Effect
3 cards Plus One Gain +1 life
4 cards Research Draw 1 card, then discard 1 card (discard goes to your graveyard)
5 cards Gravedigger Return a creature from your graveyard to play. Then sacrifice one gem from the straight (your choice). The creature enters play untrained.
6 cards Mind Control Gain control of target creature an opponent controls. Then sacrifice one gem from the straight (your choice). The creature becomes untrained under your control.

Requirements:

Timing: Plus One, Research, and Gravedigger resolve immediately. Mind Control targets, so it creates a response window (see §7.2).

Gem Sacrifice (5 and 6 card straights):

Gravedigger notes:

Mind Control notes:


6.3 Pairs (Equipment)#

Definition#

A pair is two gems of the same rank AND same color.

Examples:

Equipping#

When you pay a creature's cost with gems that include one or more pairs, each pair automatically equips to the creature it summoned (slots permitting). The gems are already tapped from paying; like all equipment, the pairs unequip at the start of your next turn — so the bonus naturally lasts until your untap step. This applies to Aces summoned in Creature Mode as well (the pair attaches when the Ace resolves; if a paid gem was destroyed in response, that pair is broken and does not attach).

Example: paying a Queen (cost 4) with 2♥ 2♦ 3♥ 3♦ summons a Queen wearing both pairs — a 4/4 until your next untap step.

Gems you tapped for energy earlier in the same phase count as part of the payment when that pool energy funds the summon: tap a pair of 5s, Mine a gem for +3 energy, then pay a King entirely from the pool — the pair of 5s still equips the King. The attribution lasts only as long as the energy itself (it clears at the end of the phase), and each tapped gem can fund the bonus of only one summon.

Equip Slots#

Bonuses#

Equipment Bonus
One pair +1/+1
Two different pairs +2/+2
Four-of-a-kind (both pairs of same rank) +3/+3

Unequipping#

Equipped Gems as Targets#

Equipped gems are still gems and are legal targets (e.g., for Ace Spell Mode). If one gem of a pair is destroyed, the pair breaks: the bonus is lost immediately and the surviving gem returns to the play area tapped.

Cross-Color Equipping#

You can equip any color pair to any color creature you control. A red pair can be equipped to a black creature and vice versa.


6.4 Royal Charge#

Trigger Condition#

When you play a creature and its entire cost is paid exactly by tapping gems that form a same-color straight, the creature gains Royal Charge.

Example: Playing a Queen (cost 4) by tapping 3-4-5-6 of the same color triggers Royal Charge.

Effects#

A creature with Royal Charge gains, until the end of the turn it was played:

  1. Rush - Can attack the turn it enters play
  2. Rank-Blocking - Can only be blocked by creatures of the same rank (Jack blocks Jack, Queen blocks Queen, etc.). Stacked Jacks — including the Superjack — count as rank Jack.

After that turn ends, it is a normal creature.


6.5 Royal Sacrifice#

Requirements#

You must control all three of the following of the same suit:

IMPORTANT: Royal Sacrifice is the ONLY mechanic in the game that recognizes suits. The Jack, Queen, and King must be the same suit (all Hearts, all Spades, all Diamonds, or all Clubs) - not just the same color.

Activation#

  1. Tap the Jack, Queen, and King (they must be untapped; they may be untrained — training only restricts attacking)
  2. Sacrifice the Jack (put it in your graveyard)
  3. Destroy target creature (any creature, regardless of color)

Timing: Royal Sacrifice is reactive, and because it targets, it creates a response window (see §7.2).

Restrictions#


6.6 Jack Stacking & Superjack#

Stacking Rules#

Power Progression#

Jacks Power/Toughness
1 1/1
2 2/2
3 4/4
4 8/8 (Superjack)

Overencumbered#

If two or more Jacks are added to the same stack during a single turn, the stack is overencumbered for the rest of that turn and cannot attack. The base Jack or stack being added onto does not count as "added." Overencumbrance is checked when attackers are declared.

Stacking During Combat#

You may stack an untapped Jack onto an attacking or blocking Jack mid-combat. The stack keeps the base Jack's combat role: attacking stays attacking (and tapped), blocking stays blocking.

Superjack (4 Jacks)#

The Superjack has Trample: When blocked, excess damage beyond what's needed to kill the blocker(s) — counting their remaining toughness — is dealt to the defending player.

Rank#

A stacked Jack, including the Superjack, still counts as rank Jack (e.g., for Rank-Blocking) — for all purposes except Royal Sacrifice.

Death of Stacked Jacks#

When a stacked Jack dies:


7. TIMING & PRIORITY#

7.1 Action Types#

Reactive Actions#

Can be played any time you have priority:

Non-Reactive Actions#

Can only be played during your main phases:

7.2 Response Windows#

Any action that targets creates a response window where priority passes to your opponent:

(Gravedigger and equipping choose only among your own cards; they resolve instantly.)

When a response window is created:

  1. Priority passes to opponent
  2. Opponent may play reactive actions
  3. Actions resolve in reverse order (last played resolves first)
  4. Original action resolves last

7.3 Instant-Speed Actions#

These actions happen immediately and do not create response windows:

Note: You cannot respond to a gem being tapped. Once a player begins tapping gems to play a creature, you cannot interrupt.

7.4 Resolution Order (The Stack)#

When multiple actions are played in response to each other:

  1. Each new action goes "on top" of the previous
  2. Actions resolve from top to bottom (last in, first out)
  3. Players alternate having chances to respond

7.5 Passing & Turn End#


8. WINNING THE GAME#

Victory Condition#

Reduce your opponent's health from 20 to 0 or less.

Running Out of Cards#

If your deck is empty:

Match Play#


9. GLOSSARY#

Term Definition
Color Red (Hearts/Diamonds) or Black (Spades/Clubs)
Counter Cancel an action before it resolves (the countered card goes to its owner's graveyard; costs are not refunded)
Energy Resource produced by tapping gems
Energy Pool Where produced energy sits until spent; empties at the end of each phase
Graveyard Public discard pile where dead creatures, sacrificed gems, and discarded cards go
Instant Speed Can be played at any time you have priority
Overencumbered A stack that had 2+ Jacks added to it this turn; it cannot attack for the rest of the turn
Pair Two gems of the same rank and same color
Pass Decline to act; the turn ends when both players pass consecutively
Power A creature's attack strength
Priority The right to take an action
Reactive Actions that can be played at instant speed
Response Window A pause where the opponent can respond to a targeted action before it resolves
Royal Charge Rush + rank-blocking when a creature's full cost is paid exactly with a same-color straight; lasts until end of that turn
Rush Can attack the turn it enters play
Sacrifice Send a card to the graveyard to activate an effect
Stack Combining multiple Jacks into one creature
Straight Three or more consecutive same-color gems (two suffice for Royal Charge only)
Suit Hearts, Diamonds, Spades, or Clubs (only matters for Royal Sacrifice)
Superjack Four Jacks stacked together (8/8 with Trample)
Tap Turn a card sideways to show it's been used
Toughness A creature's health points
Trained Continuously under your control since your current turn began; may attack
Trample Excess combat damage (beyond blockers' remaining toughness) goes to the defending player
Untap Return a tapped card to upright position
Untrained Entered play or changed control this turn; cannot attack (may still block and be tapped for abilities)

10. QUICK REFERENCE#

Creature Stats#

Creature Cost Power/Toughness Abilities
Jack 2 1/1 Stacking
Queen 4 2/2
King 5 3/3
Ace 3 1/1 Rush, Instant Speed, Spell Mode

Gem Sacrifices#

Rank Effect Window?
2-3 Fireball: 2 damage to creature OR 1 to player Yes (targets)
4-5 Mine: +3 energy of that color this phase No
6-7 Draw: Draw 1 card No

Straights#

Length Name Effect Window?
3 Plus One +1 life No
4 Research Draw 1, discard 1 No
5 Gravedigger Return creature from graveyard (sacrifice 1 gem) No
6 Mind Control Steal opponent's creature (sacrifice 1 gem) Yes (targets)

Jack Stacking#

Jacks Stats Notes
2 2/2
3 4/4 Overencumbered if 2+ Jacks were added this turn
4 8/8 Superjack with Trample

Turn Order Summary#

  1. First Main Phase
    • Untap all your cards (equipped pairs unequip)
    • Draw 1 card (first player skips this on the game's first turn)
    • Play your gem (limit 1/turn, any time during your turn) and creatures
  2. Combat Phase
    • Declare attackers (trained + untapped only; tap them)
    • Defender declares blockers (untrained may block)
    • Response window: alternate priority, attacker first, until both pass
    • Damage resolves simultaneously; damage stays on survivors
  3. Second Main Phase
    • Additional plays and actions
    • Turn ends when both players pass consecutively
    • End of turn: Royal Charge expires, creatures heal to full

APPENDIX A: Clarifications & Errata#

Confirmed Rulings#

Royal Sacrifice - Suit Requirement#

Q: Does Royal Sacrifice require the same color or same suit?
A: Same SUIT. Royal Sacrifice is the only mechanic in the game that recognizes suits. You need J, Q, K all of Hearts (or all of Spades, Diamonds, or Clubs).

Royal Sacrifice - Untrained Royals#

Q: Can I tap a Jack, Queen, or King I played this turn for Royal Sacrifice?
A: Yes. Being untrained only restricts attacking.

Jack Stacking - Color#

Q: Can Jacks of different colors stack together?
A: Yes. A Superjack could be 2 red Jacks + 2 black Jacks.

Stacked Jack Equip Slots#

Q: How many equip slots does a stacked Jack have?
A: Always 2 slots, regardless of how many Jacks are stacked.

Equipment When Creature Dies#

Q: What happens to equipped gems when a creature dies?
A: The equipped gems return to play tapped.

Equipment When a Creature Is Stolen#

Q: My creature had pairs equipped and my opponent Mind Controlled it. Do they get the pairs?
A: No. The pairs immediately unequip and return to your play area tapped.

Gravedigger and Stacked Jacks#

Q: If my Superjack dies and I use Gravedigger, do I get all 4 Jacks back?
A: No. When a stacked Jack dies, the Jacks separate in the graveyard. Gravedigger returns only one Jack.

Gravedigger and Aces#

Q: Can Gravedigger return an Ace?
A: Yes — it returns as a 1/1 creature, untrained and without Rush. Gravedigger's "enters play untrained" overrides card abilities.

Royal Sacrifice and Stacked Jacks#

Q: Can I use a stacked Jack for Royal Sacrifice?
A: No. Only a single, unstacked Jack can be used.

Gem Sacrifice Timing#

Q: Can I counter a gem being tapped?
A: No. Tapping a gem happens instantly and cannot be countered because it does not create a response window.

Ace Targeting Strategy#

Q: Should I target tapped or untapped gems with an Ace spell?
A: Target tapped gems when possible. An untapped gem can be sacrificed in response to use its power. A tapped gem has no such option.

Blockers Destroyed Before Damage#

Q: I Fireballed the only blocker after blocks were declared. Does my attacker hit the player?
A: No. Once blocked, always blocked — it deals no combat damage this turn. A Superjack's Trample excess still gets through.

Straights - Color Requirement#

Q: Do straights need to be the same color?
A: Yes. All gems in a straight must be the same color (all red or all black).

Gravedigger/Mind Control Gem Sacrifice#

Q: Which gem from the straight do I sacrifice?
A: You choose which gem from the straight to sacrifice.

Overencumbered Definition#

Q: When does a stack become overencumbered?
A: When two or more Jacks are added to it during a single turn. It cannot attack for the rest of that turn. Adding a single Jack never overencumbers.

Stacking and Marked Damage#

Q: My Jacks took damage earlier this turn, then I stacked them — what happens to the damage?
A: The wounds carry over: a merged stack's marked damage is the sum of its components' damage. (A 2/2 stack with 1 damage that absorbs a fresh Jack becomes a 4/4 with 1 damage; two wounded 1/1s merge into a 2/2 carrying both wounds.) As always, damage heals at end of turn.

Royal Charge Duration#

Q: Is a Royal-Charged King blockable only by Kings forever?
A: No. Royal Charge (Rush + Rank-Blocking) lasts only until the end of the turn the creature was played.


APPENDIX B: Multiplayer — Free-for-All (3+ players)#


APPENDIX C: Change Log#

Version 2.3 (July 2026 — first-player simplification)#

Version 2.2 (July 2026 — playtest feedback)#

Version 2.1 Change Log#

Rulings from the July 2026 rules review (ballot IDs in parentheses):

Contradictions resolved

Gaps filled

Stacking & Royal Charge

Minor


Last Updated: July 2026 Version: 2.3