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:
- Magic: The Gathering - Resource management, creature combat, instant-speed responses
- Poker - Standard playing cards, straights, pairs, four-of-a-kind
- Chess - Strategic positioning and tactical warfare
What You Need to Play#
- One standard 52-card deck per player (remove 8s, 9s, and 10s to create a 40-card deck)
- A way to track health (pen/paper, tokens, or dice)
- Two players (see Appendix B for the multiplayer Free-for-All variant)
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#
- Each player shuffles their deck
- Each player starts with 20 Health (there is no maximum — health may rise above 20)
- Each player draws 5 cards as their starting hand
- For a brand-new game, determine who goes first at random (for example, with a coin flip, die roll, or randomly drawn card)
- The player who goes first skips the draw step of their first turn
- 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:
- Shuffle your hand back into your deck
- Draw five new cards
- Each player may only mulligan once per game
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:
- Red - Hearts (♥) and Diamonds (♦)
- Black - Spades (♠) and Clubs (♣)
Using Gems#
- Play Limit: You may play only one gem per turn from your hand
- Timing: You may play your gem at any time during your own turn (it is a reactive action, but only on your turn)
- Tapping for Energy: Tap (turn sideways) a gem to produce one energy of its color (see §5.3 Energy Pool)
- Color Matching: Energy used to play creatures must match the creature's color
- Once tapped, a gem cannot be used again until your next turn
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:
- Equals the creature's energy cost — exactly; you cannot overpay
- Matches the creature's color (red or black)
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:
- Untrained creatures may block
- Untrained creatures may be tapped for abilities (e.g., Royal Sacrifice)
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:
- Jacks of any color can stack together (red and black Jacks can combine)
- Only untapped Jacks may be stacked
- Once stacked, Jacks cannot unstack
- A stack is untrained if any component Jack entered play this turn
- A stacked Jack still has only 2 equip slots (regardless of how many Jacks are stacked)
- A stacked Jack (including the Superjack) still counts as rank Jack for all purposes except Royal Sacrifice
- When a stacked Jack dies, all the individual Jacks go to the graveyard separately
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:
- During your opponent's turn
- During combat
- In response to other actions
Three Modes#
When you play an Ace (cost: 3 energy of its color), choose one:
- Creature Mode: Put into play as a 1/1 creature with Rush (can attack immediately)
- Spell Mode: Destroy target gem an opponent controls
- 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#
- Playing an Ace as a creature during your opponent's combat can create a surprise blocker (untrained creatures may block)
- When targeting gems with Ace spell mode, target tapped gems - untapped gems can be sacrificed in response
- Equipped gems are legal targets for Spell Mode (see §6.3)
- Aces can counter other Aces, creating counter-wars
4. TURN STRUCTURE#
Each turn consists of three phases:
4.1 First Main Phase#
Step 1: Untap#
- Turn all your tapped gems upright (untap them)
- Turn all your tapped creatures upright
- All equipped pairs automatically unequip and untap
Step 2: Draw#
- Draw 1 card from your deck
- The player who goes first skips this step on the game's first turn
- If your deck is empty, skip this step and continue playing
Step 3: Play#
You may perform any of the following actions:
- Play one gem from your hand (limit once per turn; legal at any time during your turn)
- Play creatures by paying energy equal to their cost
- Perform reactive actions (gem sacrifices, straights, equipping, stacking, etc.)
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#
- Choose which of your trained, untapped creatures will attack (overencumbered stacks cannot be declared)
- Tap all attacking creatures
- Tapped creatures cannot block
2. Declare Blockers#
- Priority passes to the defending player
- Defender assigns untapped creatures to block (untrained creatures may block)
- Multiple blockers can block one attacker
- One blocker cannot block multiple attackers
3. Response Window#
- Players alternate priority, attacker first
- Any reactive action is legal: equipping pairs, gem sacrifices, straights, Aces, stacking, Royal Sacrifice
- Combat proceeds to damage when both players pass consecutively
4. Damage Resolution#
- All combat damage is dealt simultaneously
- Attackers deal damage equal to their power to blockers
- Blockers deal damage equal to their power to the attacker they're blocking
- If multiple creatures block one attacker, the attacker chooses how to distribute damage
- Unblocked attackers deal damage directly to the defending player
- Once blocked, always blocked: a blocked attacker whose blockers have all been destroyed or removed deals no combat damage (a Superjack's Trample damage still carries through)
- A creature that changes control leaves combat — it deals and receives no combat damage; an attacker whose blocker was stolen remains blocked
- Creatures dealt total damage equal to or greater than their toughness die and go to the graveyard
End of Combat#
- Combat ends. Damage stays on surviving creatures until end of turn (they do not heal yet)
4.3 Second Main Phase#
- You may perform any actions available during First Main Phase
- Play a gem (if you haven't played one yet) and creatures
- Perform reactive actions
Ending the Turn#
- When finished, say "Pass" — priority passes to your opponent
- 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)
- The turn ends when both players pass consecutively without taking an action. Any action restarts the exchange
- At end of turn: Royal Charge effects expire, and all surviving creatures heal to full toughness
5. GAME MECHANICS#
5.1 Playing Gems#
- You may play one gem per turn from your hand to your play area
- Gems enter play untapped
- Playing a gem is a reactive action, but is only legal during your own turn
5.2 Playing Creatures#
- Pay energy of the creature's color equal to exactly its cost (typically by tapping gems at that moment)
- The creature enters play untrained (cannot attack this turn)
- If the gems you pay with include a pair, the pair automatically equips to the summoned creature (§6.3 Paid-Pair Bonus)
- This is a non-reactive action (main phase only, exception: Aces)
5.3 The Energy Pool#
- Tapping a gem adds 1 energy of its color to your energy pool; Mine adds 3
- Energy in your pool may be spent on costs at any time during the current phase
- Unspent energy empties from your pool at the end of each phase
5.4 Tapping and Untapping#
- Tap: Turn a card sideways to indicate it has been used
- Tapped gems cannot produce energy
- Tapped creatures cannot block
- Untap: Turn a card upright during your untap step
5.5 Combat#
Attacking#
- Declare which creatures attack
- Tap attacking creatures
- Creatures must be untapped and trained (under your control since your turn began) to attack
Blocking#
- Defender assigns untapped creatures as blockers
- Untrained creatures may block
- Blocking does not tap the blocker
- Multiple creatures can block one attacker
Damage#
- Damage is dealt simultaneously
- Damage equals the creature's power
- Damage accumulates during the turn (a creature damaged in combat is easier to finish off with a post-combat Fireball)
Blocked Attackers#
- A blocked attacker remains blocked even if all its blockers are destroyed or removed before damage — it deals no combat damage that turn (Trample excess still applies)
Trample Math#
- Trample assigns lethal damage to blockers based on their remaining toughness (toughness minus damage already taken this turn); everything beyond that hits the defending player
Leaving Combat#
- A creature that changes control (e.g., via Mind Control) is removed from combat: it deals and receives no combat damage, and any creature it was blocking remains blocked
Creature Death#
- When damage dealt to a creature equals or exceeds its toughness, it dies
- Dead creatures go to the owner's graveyard
- Equipment on dying creatures: Equipped gems return to play tapped
Healing#
- At the end of each turn, all surviving creatures heal to full toughness
- Damage does not carry over between turns
5.6 The Graveyard#
- Each player has a graveyard (discard pile)
- Dead creatures, sacrificed gems, discarded cards, and countered Aces go to the graveyard
- Graveyards are public information — either player may look through either graveyard at any time
- Some abilities (Gravedigger) can retrieve cards from the graveyard
5.7 Running Out of Cards#
- If your deck is empty, skip your draw step and continue playing — you do not lose
- If an effect (Draw sacrifice, Research) instructs you to draw from an empty deck, the draw simply does nothing (Research still discards)
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:
- Gems must be consecutive (e.g., 2-3-4, not 2-3-5)
- Gems must be the same color (all red or all black)
- All gems in the straight must be untapped; tap all of them as the activation cost
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):
- You must sacrifice one gem from the straight after use
- You choose which gem to sacrifice
Gravedigger notes:
- Aces in the graveyard count as creatures; a returned Ace enters as a 1/1 creature untrained, with no Rush — Gravedigger's clause overrides card abilities
- When a stacked Jack died, its Jacks separated; Gravedigger returns only one Jack
Mind Control notes:
- The stolen creature becomes untrained under your control and is removed from combat if taken mid-combat
- All pairs equipped to it immediately unequip and return to their owner's play area tapped
- If it later dies, it goes to its owner's graveyard
6.3 Pairs (Equipment)#
Definition#
A pair is two gems of the same rank AND same color.
Examples:
- Two red 4s (4♥ and 4♦) = a pair
- Two black 6s (6♠ and 6♣) = a pair
- A red 4 and a black 4 = NOT a pair (different colors)
Equipping#
- Tap both gems in the pair
- Attach them to any creature you control (the creature's color doesn't matter)
- Equipped gems are considered tapped
Paid-Pair Bonus (v2.2)#
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#
- Each creature has 2 equip slots
- Stacked Jacks still have only 2 equip slots
- Each pair occupies 1 slot
Bonuses#
| Equipment | Bonus |
|---|---|
| One pair | +1/+1 |
| Two different pairs | +2/+2 |
| Four-of-a-kind (both pairs of same rank) | +3/+3 |
Unequipping#
- Pairs cannot be voluntarily unequipped during a turn
- At the start of your turn (untap step), all equipped pairs automatically unequip and untap
- If the equipped creature changes control, its pairs immediately unequip and return to their owner's play area tapped
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.
- For Royal Charge only, a run of two consecutive same-color gems counts as a straight — so every creature can Royal Charge with exact payment (Jack: 2-gem run; Ace: 3; Queen: 4; King: 5)
- The straight must cover the whole cost — energy from your pool (including Mine energy) never counts toward Royal Charge
- You cannot overpay a cost, so the straight's length always equals the creature's cost
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:
- Rush - Can attack the turn it enters play
- 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:
- A Jack
- A Queen
- A King
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#
- Tap the Jack, Queen, and King (they must be untapped; they may be untrained — training only restricts attacking)
- Sacrifice the Jack (put it in your graveyard)
- 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#
- You cannot Royal Sacrifice a Jack that is stacked
- The Jack used must be a single, unstacked Jack
6.6 Jack Stacking & Superjack#
Stacking Rules#
- If you control two or more Jacks, you may combine (stack) them
- Jacks of any color can stack together
- Only untapped Jacks may be stacked
- Once stacked, Jacks cannot unstack
- Stacking is a reactive action (it resolves immediately, no response window)
- A stack is untrained if any component Jack entered play this turn
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:
- All individual Jacks go to the graveyard separately
- Gravedigger can only return one Jack at a time
7. TIMING & PRIORITY#
7.1 Action Types#
Reactive Actions#
Can be played any time you have priority:
- Gem Sacrifice
- Straights
- Aces (all modes)
- Equipping pairs
- Stacking Jacks
- Royal Sacrifice
- Playing a gem — reactive, but only during your own turn (limit one per turn)
Non-Reactive Actions#
Can only be played during your main phases:
- Playing a creature (except Aces)
7.2 Response Windows#
Any action that targets creates a response window where priority passes to your opponent:
- Playing an Ace (creature, spell, or counter — Aces always create a window)
- Sacrificing a 2 or 3 (Fireball — targets a creature or player)
- Royal Sacrifice — targets a creature
- Mind Control (6-card straight) — targets a creature
(Gravedigger and equipping choose only among your own cards; they resolve instantly.)
When a response window is created:
- Priority passes to opponent
- Opponent may play reactive actions
- Actions resolve in reverse order (last played resolves first)
- Original action resolves last
7.3 Instant-Speed Actions#
These actions happen immediately and do not create response windows:
- Tapping gems for energy
- Sacrificing gems (4-5 Mine, 6-7 Draw)
- Activating Plus One, Research, or Gravedigger
- Equipping pairs
- Stacking Jacks
- Playing a gem
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:
- Each new action goes "on top" of the previous
- Actions resolve from top to bottom (last in, first out)
- Players alternate having chances to respond
7.5 Passing & Turn End#
- Saying "Pass" hands priority to your opponent
- A phase or turn ends only when both players pass consecutively without taking an action; any action restarts the exchange
- When the turn ends: Royal Charge effects expire, all surviving creatures heal to full toughness, and unspent energy empties
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:
- Skip your draw step
- Continue playing with your remaining hand and board
- You do not lose for having no cards
- Draw effects from an empty deck simply do nothing
Match Play#
- In a rematch, the loser of the previous game goes first
- After a draw, determine the first player at random again
- Play best-of-three or best-of-five for a match
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#
- 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
- 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
- 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)#
- Turn order proceeds clockwise from a randomly chosen first player. The first player skips their first draw step.
- Each combat phase, the attacking player declares one opponent as the defending player; all attackers that combat attack that player.
- Targeted effects (Fireball, Ace Spell Mode, Royal Sacrifice, Mind Control) may target any opponent or their cards.
- Response windows pass around the table clockwise from the acting player; each player may respond.
- A player reduced to 0 or less health is eliminated: all cards they own leave play immediately (creatures they stole return to their owners).
- Last commander standing wins.
APPENDIX C: Change Log#
Version 2.3 (July 2026 — first-player simplification)#
- A brand-new game's first player is determined at random; neither player chooses
- In a rematch, the loser of the previous game goes first; there is no choice to make
- After a draw, the rematch's first player is determined at random
- These rules supersede the earlier A5 and D5 rulings below
Version 2.2 (July 2026 — playtest feedback)#
- Paid-Pair Bonus (§5.2, §6.3): pairs included in a creature's payment automatically equip to the creature they summon, lasting until the owner's next untap step like all equipment. Applies to Aces summoned in Creature Mode.
Version 2.1 Change Log#
Rulings from the July 2026 rules review (ballot IDs in parentheses):
Contradictions resolved
- Attackers must be trained — §4.2 typo fixed (A1)
- Creatures heal at end of turn, not end of combat; damage persists into the second main phase (A2)
- Fireball is the exception to the no-window rule for gem sacrifices (A3)
- Gems may be played any time during your own turn, limit 1/turn (A4)
- The v2.1 ruling gave the loser of the previous game the choice of who went first (A5; superseded by v2.3)
- Every targeted action creates a response window: Aces, Fireball, Royal Sacrifice, Mind Control (A6)
- The turn ends when both players pass consecutively (A7)
- Combat buff/action steps collapsed into one alternating-priority response window, attacker first (A8)
Gaps filled
- First player skips their first draw step (B1)
- Energy pool empties at the end of each phase; Mine reads "this phase" (B2)
- For Royal Charge only, a 2-card run counts as a straight (B3)
- Costs are paid exactly; Royal Charge requires the whole cost from one same-color straight; Mine energy never counts (B4)
- Once blocked, always blocked (B5)
- Untrained creatures may block (B6)
- Untrained royals may be tapped for Royal Sacrifice (B7)
- Discards go to the graveyard (B8)
- Draw effects from an empty deck do nothing (B9)
- No maximum hand size (B10)
- On control change, pairs immediately unequip and return to owner tapped (B11)
- Equipped gems are legal targets; destroying one breaks the pair (B12)
- A creature that changes control leaves combat (B13)
- Gravedigger can return an Ace — untrained, no Rush (B14)
- Countered Aces go to the graveyard; energy not refunded (B15)
Stacking & Royal Charge
- Overencumbered = 2+ Jacks added to a stack in one turn; cannot attack rest of turn (C1, per Bryan's correction)
- Only untapped Jacks stack; a stack with any fresh component is untrained (C2)
- Mid-combat stacking allowed; stack keeps the base Jack's combat role (C3)
- Royal Charge lasts until end of the turn it was played (C4)
- Stacked Jacks (incl. Superjack) count as rank Jack except for Royal Sacrifice (C5)
Minor
- Equip only to creatures you control (D1)
- Trample counts blockers' remaining toughness (D2)
- No life cap (D3)
- Graveyards are public (D4)
- The v2.1 ruling let the RPS winner choose who went first (D5; superseded by v2.3)
- Multiplayer Free-for-All appendix added (D6)
Last Updated: July 2026 Version: 2.3