Tarot Combat. Table of Contents. James W. Gray Introduction

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Tarot Combat James W. Gray 2013 Table of Contents 1. Introduction...1 2. Basic Rules...2 Starting a game...2 Win condition...2 Game zones...3 3. Taking turns...3 Turn order...3 Attacking...3 4. Card types...4 Card classifications...4 Card types...5 Farms...5 Soldiers...5 5. Special abilities...6 Trump cards...6 6. Clarifications for certain elements of the game...8 Sideways cards...8 Control...8 Ownership...8 Active player...8 Priority...8 Making choices when playing cards...9 7. How to make your own deck...9 Constructed...9 Sealed...9 Draft...9 8. Teams...10 9. Tournaments...10 1. Introduction Combat is a combat-oriented card game that had various elements found in popular fantasy card games, such as characters, life totals, damage, turning cards sideways, using resources to pay card costs, and temporary card abilities. Tarot Combat is a very similar game that uses a Tarot deck in order to have a greater selection of cards. 1

The cards with colorful images of the devils, magicians, and grim reapers used by fortune tellers are part of the tarot deck, which was originally created to play card games. It took a couple hundred years before fortune tellers started to use the cards for something other than a game. The cards include everything in a regular deck of playing cards (except four court cards are included) in addition to 22 trump cards (also called major arcana ). The trump cards include the devil, the magician, etc. Tarot Combat uses the playing cards to do pretty much the same thing they did in Combat, and the trump cards are all used for a fun temporary effect of some sort. Tarot Combat can be played with two or more players. One deck is needed for every two players, and they can be shuffled together. Players then draw 7 cards and take turns drawing a card, attacking with characters, playing a farm, and playing more characters. Any card can be played face-down as a farm, which is used as a resource to pay costs. 2. Basic Rules Starting a game Before the game begins, the following must happen: 1. Randomly determine who goes first. In a two player game, the player who takes the first turn skips his or her first draw step. 2. If more than two players are going to play, then one additional deck of playing cards should be shuffled together for every additional two players. 3. Shuffle the deck. 4. Players each draw seven cards. To draw a card, take the top card of the deck and keep it hidden from the other players. If there are no cards left in your deck, shuffle the discard pile into the draw pile. Win condition Players start with 20 life. The first player to take 20 damage loses the game. Players are dealt damage when soldiers are unblocked. 2

Game zones There are five game zones (areas): 1. In play Cards in play are have a permanent presence. They are controlled by the player who played them. These cards are face up on the table in front of the player who played them. 2. Discard pile Cards in the discard pile are no longer of use. Soldiers that are destroyed are put into the discard pile. The discarded cards are face up. 3. Draw pile Cards in the draw pile are face down and random, and cards drawn are taken from the top of the draw pile. Players use the deck as a draw pile. If a player draws a card and no cards are in the draw pile, then the discard pile is shuffled into the draw pile. 4. A hand These are cards that have been drawn, but have not yet been played. Cards in each player's hand are face down, but they can be seen by their owner, and they can be played by their owner. 5. Limbo Cards that are played are temporarily put into limbo before they resolve. This gives people a chance to respond to the card you play. For example, a player could counter or copy your card. A resolved card does whatever it should do when it is played. Soldiers come into play, and special abilities have an effect before entering the discard pile. Players usually share a single deck and discard pile, but there are ways for players to create their own pile of cards to use as a draw pile. If players each use a different pile of cards for their deck, then their draw pile is their deck, and each player has their own discard pile. 3. Taking turns Players take turns in a clockwise direction. (Whoever is to the left of the first player goes second.) Turn order There are the following steps during each player's turn: 1. Beginning step Cards that are turned sideways are turned right-side-up. 2. Draw step Players draw a card during their draw step. 3. Attack step Players can attack with soldiers during the attack step. 4. Main step Players can play any number of cards during their turn's main step. Court cards (face cards) and special abilities have a cost, but spot cards (cards with a number or an ace ) can be played as soldiers for free. Soldiers are put onto the table face up in front of their controller. Any one card can also be played face-down as a farm during a player's main step. After a player's turn, it's the beginning of the next player's turn (in a clockwise direction). Attacking Attacking is divided into four moments: 3

1. Choosing attackers When a player attacks, any number of soldiers that player controls are chosen to attack and the player must choose which opposing player each soldier is attacking. Each soldier that attacks is turned sideways. This signals which soldiers attack. 2. Choosing blockers The defending player(s) chooses any number of right-side-up soldiers he or she controls to block with and which attacking soldiers they will block. Attacking soldiers that are blocked enter combat against the soldiers blocking them. Any number of soldiers can block a single attacking soldier (or a group of attackers). If any soldiers are unblocked, then they deal damage to the defending player. 3. Damage Soldiers with the greatest combat skill deals damage first and that soldier's controller chooses any soldiers it's in combat against to deal damage to. Each point of damage can be dealt to a different soldier. Soldiers then continue to deal damage in the order of highest to lowest combat skill, and each soldier only deals damage once each combat. If two soldiers have the same speed, then they both deal damage simultaneously. 4. Remove Damage Damage is removed from soldiers at the end of combat. 4. Card types There are three types of card classifications spot cards, court cards, and trump cards. Jokers are an optional fourth type of classification. There are also three types of cards for game play purposes. All cards in a player's hand, discard pile, or draw pile are considered to be trump cards or soldier cards. All cards that are being played are played as trump cards, soldiers, or farms. All cards in play are soldiers or farms. The Ace, Joker, and trump cards can all be played as a special ability. All cards can be played face-down as a farm. Card classifications 1. Spot cards Also called pip cards. The cards with a number on them or an ace (with an A on it). These can be played as soldiers that can be used to attack or block. The number on each card determines its speed (the order each soldier attacks during combat). The ace has a speed of 1. The ace has a special ability that costs 3, which is used to draw 3 cards. 2. Court cards Also called face cards. The Jack (Page), Cavalier (Knight), Queen, and King. These are the most power soldiers in combat. These cards all have a speed of 10. The Jack has 2 strength and costs 1 to play, the Cavalier has 3 strength and costs 2 to play, the Queen has 4 strength and costs 3 to play, and the King has 5 strength and costs 4 to play. Keep in mind that cards can only be played if the controller already has a soldier with the same suit. 3. Trump cards Also called major arcana. Each trump card has a unique temporary effect, and they are put into the discard pile after they are played. 4. Joker Joker cards are the weakest soldiers with 0 speed, but they have a special ability. The joker has no suit, so the joker's special ability does not require the controller to control a soldier with any particular suit. However, the Joker also counts as a card of every suit when it's in play, so it helps the controller pay other cards that have costs. The Joker can be played as soldier or it can be played for the special ability 4

for a cost of 2, which is to cause the controller to gain control of a soldier controlled by an opponent of that player's choice. Card types 1. Farm Any one card can be played face down during a player's main step as a farm. Farms are used to pay the costs of court cards and special abilities. Players can only play a farm during their main step. 2. Soldiers All non-trump cards are considered to be soldier cards when they aren't in play or being played. All these cards can be played as soldiers. Players can only play soldiers during their main step. 3. Trump cards It costs 2 to play a trump card for the card's special ability, and they can be played at any time. Each trump card has a unique temporary effect. They are put into the discard pile after they are played. Farms Any one card can be played face-down as a farm during a player's main step. These cards are used to pay costs. One farm must be used for each point a card costs in order to play a card. For example, a queen costs two, so two farms must be used to play it. A farm can only be used once each turn to pay a cost, and they are turned sideways to make it clear when they are used. Soldiers Soldiers are put onto the table in front of their controller face up. Their controller is the player who played them. Soldiers are used attack and block. Soldiers can't attack the same turn they are played because the attack step is before the main step (when cards are played). They each have a strength score (usually between 1-5) to determine how powerful they are and a speed score (usually between 0-10) to determine when they deal damage. Soldier attributes Other than having costs, soldiers also have the following attributes: Strength Every soldier has a strength score. This is how much damage the soldier deals, and it's how much damage the soldier must be dealt to be destroyed. Most soldiers have 1 strength, so they deal 1 damage and they must be dealt one damage to be destroyed. Speed Every soldier has a speed score. This is when the soldier deals damage in combat. When an attacking soldier is blocked, it enters combat against the soldiers blocking it. The soldier with the highest speed score gets to deal damage first, and each soldier deals damage once during combat based on the order of highest to lowest speed score. When a soldier deals damage, it can deal damage to soldiers it's engaged in combat against. Destroyed soldiers are put into the discard pile. Soldiers can be destroyed before they have a chance to deal damage. For example, an ace attacks and it's blocked by a 2. The 2 deals damage first and destroys the ace. The ace does 5

not get to deal any damage because it was destroyed too quickly. 5. Special abilities The Ace, Joker, and trump cards all have special abilities. The trump cards can only be played for the special ability, and they all cost 2. The Ace or Joker can be played as soldiers for free, or they can be played for the special ability for a certain cost. The Ace can only be played for the special ability if the controller has a soldier that has the right suit. For example, the special ability of the Ace of hearts can only be played if the controller already has a soldier of hearts. Cards that are played for the special ability are put into the discard pile. Each special ability can be played at any time. There is a moment involved with each stage of the game. Players can play a special ability before the end of the beginning step, before the end of the draw step, before the end of each stage of the attack, and before the end of the main step. Whenever a card is played, there is a moment before it resolves while it is in limbo. Players can play special abilities during that moment. Each card played during this time is also put into limbo on top of the other cards. Each player then decides if they have nothing further to play in order to allow each card in limbo to resolve. For example, some cards allow you to counter other cards. You would wait for someone to play a card (such as a soldier), then play a Fool to counter the soldier card. The soldier card was technically in limbo before it resolved. The Fool then states that the soldier is countered before it had a chance to resolve, so it is discarded rather than resolved. The special ability of each of these cards in the following: 1. Ace Pay 3 to draw 3 cards. 2. Joker You gain control of a soldier controlled by an opponent of that player's choice. Trump cards Trump cards can be played for 2 (two farms must be turned sideways to play them). The following are the trump cards and their abilities: 0. The Fool: Counter any character card as it is being played. Put the countered card into the discard pile instead of into play. (Choose what to counter as soon as you play the Fool. You can't counter soldier cards that are played for the special ability using the Fool.) 1. The Magician: Counter a trump card as it is being played. That card has no effect and goes to the discard pile. (Choose what to counter as soon as you play the Fool.) 2. The High Priestess: This is a copy of a trump card that is being played. (Choose what card the High Priestess copies as soon as you play it. Another trump card must already be in limbo when High Priestess is played or there will be nothing it can copy.) 3. The Empress: Draw two cards. 4. The Emperor: Give target attacking soldier five additional strength. (Choose the 6

soldier as soon as you play Strength.) 5. The Hierophant: Gain control of a soldier controlled by an opponent of that player's choice. (You choose an opponent as soon as you play the Hierophant, then that opponent chooses a soldier he or she controls when it resolves. If you gain control of a character that's attacking you, then it's removed from combat.) 6. The Lovers: Give two soldiers two additional strength each until end of turn. (Choose two soldiers as soon as you play the Lovers.) 7. The Chariot: Turn your soldiers right-side-up and get an additional attack step this turn. (You get an additional attack step after the current step, so you can play this after the main step to attack with soldiers that were recently played. You only get an attack step if it's your turn.) 8. Strength: Give a soldier four additional strength until end of turn. (Choose the soldier as soon as you play Strength.) 9. The Hermit: Search the draw pile for a soldier card, reveal it, then put it into your hand. Shuffle the draw pile afterward. (You can only search your own discard pile if players have their own discard piles. You must search your own draw pile if each player has their own draw pile.) 10. Wheel of Fortune: Cause all players to discard their hands. Then all players draw five cards. 11. Justice: Cause all players to discard cards until they all have as many as the player with the least. Players must destroy their own soldiers and farms in this way. (First cards are discarded until players have the same as the player with the least cards in hand, then players destroy their own soldiers until all players have the same amount as the player with the least soldiers, then players destroy their own farms in that way.) 12. The Hanged Man: Destroy two soldiers an opponent controls of his or her choice. (Choose an opponent as soon as you play Hanged Man, then that opponent chooses two soldiers he or she controls when it resolves.) 13. Death: Destroy a soldier. (Destroyed cards are put into the discard pile. Choose the soldier as soon as you play Death.) 14. Temperance: Exchange control of a soldier you control for one controlled by an opponent of your choice. (Choose both of the soldiers as soon as you play Temperance. If either soldier is destroyed before Temperance resolves, then it is fizzled. If you gain control of a character that's attacking you, then it's removed from combat.) 15. The Devil: Search the draw pile for a trump card, reveal it, put it into your hand, then shuffle the draw pile afterward. (You can only use your own discard pile if players have their own discard piles. You must search your own draw pile if each player has their own draw pile.) 16. The Tower: Deal 3 damage to a soldier or player. (Choose the soldier or player as soon as you play the Tower. If the damage does not destroy the soldier, then the damage stays until the end of an attack step.) 17. The Star: Cause all players to shuffle their hands and discard pile into the draw pile. Then they draw five cards. 18. The Moon: Put a soldier card from the discard pile into your hand. (Choose the soldier card as soon as you play the Moon. You can only use your own discard pile if players have their own discard piles.) 19. The Sun: Randomly select two cards from the discard pile. Put those cards into your 7

hand. (You can only use your own discard pile if players have their own discard piles. The cards are selected when the card resolves, and the selected cards are revealed to all players.) 20. Judgment: Destroy all soldiers. (Put those cards into the discard pile.) 21. The World: Put a trump card from the discard pile into your hand. (Choose the card as soon as you play the World. You can only use your own discard pile if players have their own discard piles.) 6. Clarifications for certain elements of the game There are three elements of the game that could require additional clarification: Sideways cards Farms that are used to pay a cost are turned sideways, and soldiers that attack are also turned sideways. That signals that the card is being used for something and can't be used again until turned right-side-up at the beginning of your next turn. Farms can only be used once until your next turn, and soldiers can only attack or block when they are right-side-up. However, it is possible to block with the same right-side-up soldier over and over again. This is generally only useful in multiplayer games. Two different players can attack you, and you can use the same soldier to block different attackers from each of those players. Control Cards are controlled by the player who plays them. Soldiers who are controlled by a player are put on the table in front of that player face up. Ownership If each player uses a different deck, then it is important to keep track of all the cards from your deck. All the cards from your deck are considered to be owned by you. Those cards are used as your draw pile and all cards you own that are put into a discard pile are put into your discard pile. Ownership and control are nearly synonymous, but there is one important situation that makes the distinction important. Sometimes a player will gain control of one of your cards. If players use their own deck of cards, then a soldier that is taken from you and then put into a discard pile must be put into your discard pile. It continues to be part of your deck, even though someone else controlled it for a while. Active player The player who is currently taken a turn is the active player. That player gets to decide to play cards or make decisions before anyone else. That player has priority and can play cards until priority is passed to the player to the left (clockwise). Priority Players take turns having priority. Whoever as priority can play cards or make various decisions (such as what to attack with). Priority starts with the active player (who is currently 8

taking a turn). Priority can be passed to the player to the left (clockwise). All players must pass priority before cards are resolved, and before the next step of the turn can occur. Priority must be passed to move from the beginning step to the draw step, from the draw step to the attack step, from each phase of the attack step to the other, and from the main step to the next player's turn. Making choices when playing cards If a card requires you to choose a soldier or player, then that choice must be made as soon as the card is played, and before it takes an effect. However, if an opponent must choose something from a card you play, then that choice does not need to be made until the card takes an effect. If a card requires you to make a choice that can't be made (such as choosing a soldier when no soldiers are around), then the card can't be played. For example, The Hanged Man is a trump card with the ability, Destroy two soldiers an opponent controls of his or her choice. You must choose an opponent as soon as you play that card, but the opponent would not have to choose what characters would be destroyed at that point in time. The opponent would then get a chance to counter the card to protect himself. That's important in a multiplayer game because you usually wouldn't want to counter a Hanged Man card unless it was going to be used against you specifically. The fact that you have to make choices as you play a card means that the card can fizzle if the opponent responds in a certain way. Fizzled cards have no effect. For example, you could play Death on a character to destroy it, but the opponent could play Justice in response to destroy his or her own soldier that would be destroyed. Death would be fizzled at that point, and the player can't say that Death will destroy a different soldier instead. 7. How to make your own deck It is possible to create your own deck for Tarot Combat. This would be done before the game begins or prior to game matches during a tournament. There are three main ways to make your own deck: Constructed Make a 40-card deck out of a deck of tarot cards. That means that 38 cards would basically be removed from a 78-card deck of tarot cards (assuming no Jokers are included) and the deck would be played without those other cards. Sealed For each player in an event, shuffle one deck of cards together. For example, four players would shuffle four decks of playing cards together. Then randomly deal a deck worth of facedown cards back to each player. (78-cards if you are using regular tarot decks.) Players use those random piles of cards to create their own 30-card deck. Draft For every four players in a draft event, shuffle three decks of cards together. For example, five players would shuffle four decks of cards together. Then give each player three piles of 15 random face-down cards. 9

Each player then picks up the first pile of 15 cards, takes one card, looks at them, and passes the rest to the player to their left. Each player then takes the pile that was passed to them, looks at them, takes one card, and passes the rest to the left. Continue this process until no cards are left of the first pile. Then do the same thing, but pass the piles to the right instead. Then do the same thing, but pass the piles to the left again. At some point all the cards will be taken by the players. The players use those cards to make their own 30-card decks. 8. Teams Players in four and six-player games can play as teams with two to three players per team. There are two ways to play as a team: 1. Alliance Players on a team are part of an alliance. A team of players can't attack each other, and they must both lose the game before the entire team loses the game. 2. As one A team of players share a life total, have 30 life, and share a turn simultaneously. A team of players attack at the same time, are both attacked as one, and either teammate can use soldiers to block at the same time. 9. Tournaments Tournaments are events where 6 or more players all compete to see who is best. Tournaments have matches where two or more players compete to continue in the event. Each match requires at least one game to be played, but they can also be two out of three or three out of five. Multiplayer matches generally only have one game. Each match can have a time limit (usually of at least 50 minutes). If there is no winner in the limited time, then the winner is the player that has the highest life total. If no winner can be determined in this way, then the first player to deal damage to an opponent is the winner. (If teams are used, then the entire team wins or loses each game of the match instead of merely one player.) Tournaments can have two, three, or four-player matches. It should be decided ahead of time how many people will be in each game. Four-player games can have teams of two players. Tournaments that have teams generally require the players to decide who their teammates are before the matches begin, and they generally keep the same teammates throughout the tournament. The entire team would hope to win the tournament together. Tournaments can be off-the top, constructed, sealed, or draft. The main differences between constructed, sealed, and draft were described above. The rules for off-the top are the regular way to play the game: An off the top tournament uses a single deck for all players of each match. (Two decks are shuffled together for three to four player games.) Each player share a deck of cards to use as a draw pile, and they all have the same discard pile. 10

The easiest type of tournament is single elimination. That means that players are randomly assigned their opponents for each match and players who lose a match are eliminated. Only the winners stay in the tournament and are assigned to play against another random opponent. This process continues until only a single winner remains. If teams are used, then the entire team wins or loses each match instead of a single player. If there's an uneven number of players, then one player (or team) might not get an opponent. These players get a bye, which counts as a win. 11