Game Rules

1.1 – Your Deck of Doom (or Delight!)
Each player builds a deck of exactly 30 cards. That’s right… no more, no less! You can have up to three copies of any one named card in your deck unless a card says, “Hey! Break that rule!” Then you can. Creature cards are blue, green, red or yellow and spell cards are grey, and you can use a combination of any two colours in your deck (or just one colour if you're brave!). 

1.2 – Dice of Destiny
You’ll need standard six-sided dice (D6) for all things random and ridiculous. No, you can’t use a banana.

1.3 – Making Space
Each player should create a separate realm for their deck and their graveyard (where destroyed creatures and used spells go to sulk). Creatures stay in play until something makes them poof. Spells? They work their magic, then head straight to the graveyard for a nap.

1.4 – Life Points (a.k.a. Don’t Let These Hit Zero)
You start with 20 life points. Track them however you like… dice, scribbles, enchanted apps, or yodelling scorekeepers.

1.5 – Who Goes First?
Both players roll two dice. The one with the highest total gets to choose whether to go first or second. If it’s a tie, roll again until someone wins. No thumb wars allowed.

1.6 – Starting Hand
Draw six cards from your deck after giving it a royal shuffle. No peeking beforehand… even if your cards say nice things about you.

1.7 – How Many Cards Can I Hold?
As many as you like! There’s no hand size limit, so go wild (but not too wild… this is still a kingdom).

2.1 – The Main Draw Step
At the start of your turn, before you do anything heroic or villainous, draw two cards from your deck. This is your main draw step… the cardy equivalent of breakfast. If you're going first in this game, no breakfast for you (i.e. skip the main draw step). 

2.2 – Turn Order
Once you've drawn your cards during your Main Draw Step, it's go-time! You can play Creatures, play spells, and launch attacks… and you can do them in any order you like. Want to summon a wizard, then throw a lightning bolt, then slap your opponent with a zombie? Go for it. As long as you're sticking to the card limits (and not breaking the laws of physics), you can keep going until you’ve got nothing left to do. When you’re all clashed out, your turn ends, and your opponent takes over.

2.3 – The Bonus Draw (for brave souls only)
Once on each of your opponent's turns, and if you’re feeling brave, you can toss a card from your hand into the graveyard and pull a fresh one from the top of your deck. Think of it as trading in stale cake for a new slice. Yes, even the player going first can do this!

2.4 – Deck Recycling (No one likes running out of stories)
If your deck runs dry when you try to draw, shuffle your graveyard into a brand-new deck and keep drawing. The drama continues!

2.5 – Playing Cards (or “Time to make some trouble”)
On your turn, you can play any two cards of your choice. On your opponent’s turn, you can play any two spells… no creatures unless a sneaky effect says you can. You don’t have to play any cards if you don’t want to. If a card has a cost to pay, you don't pay it until the card effect happens (see 2.7 below!). 

2.6 – The Third Card Rule
Once per game, if you’re losing (i.e. fewer life points), you may dramatically slap down three cards in one turn instead of two. It’s your moment. Make it count.

2.7 – The Stack (aka “Chaos Tower”)
When someone plays a card, the other player gets a chance to say, “Oh no you don’t!” by playing a card of their own. This builds a stack (a physical pile of cards). The last card played resolves first, like a dramatic reversal in a soap opera. Keep going until no one wants to add more. Then resolve top to bottom. Once resolving begins, no more cards can crash the party. Let everything finish playing out before causing more chaos.

2.8 – Looping Effects
Players can't create a repeating loop of spells or effects that doesn't lead to a meaningful change in the game. “Meaningful change” means changes to life points, cards in hand, cards on the battlefield, or cards in graveyards or decks.

2.9 – Resolving Effects
Once a card starts doing its thing, let it finish before reacting. Just say, “Hey! I’m using this!” and give your opponent the chance to respond before the effect starts.

2.10 – Creature Effects & Timing
Creature effects don’t join the stack…  they’re fashionably late. Spells played in response to a creature’s arrival resolve first. Then, and only then, do creature effects kick in. If both players have creature effects that happen at the same time, the player whose turn it is takes priority, and then the other player resolves their effects afterwards.

2.11 – Target Practice
If your spell card says “choose a target,” or “an opposing creature”, then you pick your victim when you play the card. If your target vanishes or becomes illegal (like it turns into a rubber duck), the spell card fizzles and goes to the graveyard. If there’s no target of a creature card effect, then the card does nothing, but it sticks around on the battlefield having done nothing!

2.12 – Searching for Cards
If a card says to search your deck or graveyard, show your opponent what you found. No sneaky cloak-and-dagger stuff here. If a card effect lets a player search their deck, they must shuffle their deck afterwards to keep things randomised. 

2.13 – “Oops, I Didn’t Find Anything” Rule
Want to search your deck… but not actually find what you’re looking for? That’s allowed. If you choose to fail the search, you don’t have to show anything. Maybe you just like shuffling.

3.1 – When Cards Break the Rules 
Sometimes, a card decides it’s just too cool for the rulebook. If a card says to do something that normally goes against the rules.. go with the card and do what it says. Card effects always win arguments (even against the rulebook, and yes, even against your opponent’s loud opinions).

3.2 – “May” Means Maybe 
If a card says you may do something, it’s optional. Maybe you’re feeling generous, maybe you just forgot, maybe the cat told you not to. Remember though, if the card doesn’t say “may,” or the rest of the card's effect is dependent on the "may", then it’s a package deal… do the whole thing, or don’t play the card at all.

4.1 – Summoning Sickness (Blech!)
When you first summon a creature onto the battlefield, they’re a bit... dizzy. Maybe it’s the teleportation, or they just had a big lunch. Either way, they can’t attack right away… unless a card says otherwise. But don’t worry! Their effects can still go off the moment they arrive, even if they’re still catching their breath. To represent this, creatures are positioned on their side (landscape orientation) while they are summoning sick. 

4.2 – Creature Effects (One Boom Per Turn)
Each creature can trigger its special effect once per turn… no button mashing! That means if you’ve got three identical vampires with the same effect, each one can go BOOM once. You can use the creature effects of any creatures that are positioned on their side as long as they haven't already been used. If a creature leaves the battlefield and comes back (maybe they forgot their keys), it’s treated like a whole new card, and its effect resets like magic. Even if it leaves and returns in the same turn (like a teleporting llama), it’s considered new.

4.3 – Attacking With Creatures (Time to Rumble!)
Ready to unleash some chaos? Declare which of your creatures are attacking and roll a die for each one. Even is a hit, odd is a miss. So if you attack with three creatures and roll two evens and one odd… that’s two tasty bits of damage heading toward your opponent’s life points. Once a creature has attacked, turn it on its side (just like it was summoning sick). Just remember to turn it back at the start of your next turn!

4.4 – Life Points and Hits
Each hit knocks off one life point from your opponent unless a card says otherwise. Your opponent can’t block these hits unless they’ve got a spell or creature effect that says they can… no hiding behind furniture!

4.5 – Attack Rolls Still Count
Even if one of your attackers is blasted into the graveyard mid-attack, their dice roll still counts. It’s like they tossed the dice just before vanishing in a puff of smoke. Dramatic. Your opponent should have done their thing before you rolled the dice. 

4.6 – Reroll Ruckus
Got a reroll effect? Lucky you! You can reroll dice when attacking, and if you have more than one reroll card in play, they stack. Use as many or as few as you like. Just declare how many you’ll use before the dice hit the table… no sneaky rerolls after the results!

4.7 – Everyone Counts the Ouch
Before anything else happens, both players must agree on how much damage actually landed. It’s just good manners.

5.1 – How to Win (Like, Actually Win)
Your opponent starts with 20 life points. Your goal? Whittle that number down to zero. Do it with fireballs, furious chickens, or a frog-flinging princess… whatever it takes. First to reduce the other player to zilch wins the game and earns eternal glory (until the next match).

5.2 – But What If We Both Go Boom?
If both players hit zero life points at the same time… well, things just got spicy. We’ll settle it like any good magical brawl: with a tiebreaker.

5.3 – The Great Tiebreaker Showdown
First, whoever has the most cards on the battlefield wins. Still tied? Then we check who has the most cards in hand. Still, still tied? Both players roll two dice, and the highest total wins. And if you still roll the same? Roll again, and keep rolling until one of you emerges victorious and the other is left dramatically shaking their fist at the sky.