POWER STRUGGLE

Overview

Power Struggle is a quick Power Card game derived from the traditional War card game. The object of Power Struggle is to place cards in your trophy room pile. The first person with 10 trophies wins the game.

Setup

powerstruggleboard

  • Deck: A player draws cards from their deck. A deck is composed of at least 15 cards, and no more than 40.
  • Recycle: The cards that a player has used (and are not currently on the floor or trophy room) are placed into this pile face up, to the right side of the deck. These cards are shuffled into a new deck, if the current deck is depleted.
  • Floor: A single card is placed on the floor, unless the Power Points values are tied, in which case additional cards are placed alongside until one player takes the round.
  • Trophy Pile: The winning card is set aside on the left side of the board in your trophy pile. The first player with 10 cards in the trophy pile wins.
Download Printable Instructions

 

Game Play

  • The Setup: At the beginning of the game, each player will shuffle their deck, and place it face down on the right side of the game area. This phase is only done once at the beginning of a game. Recycle piles may be reshuffled and create new decks, when the deck is depleted.
  • The Slap: Each player places their top card onto the floor, the player with the highest Power Points value wins (Power Points values are found on the bottom right corner of the card). In the case of a tie, additional cards are drawn and slapped alongside the first card.
  • The Clean: The winner of the slap puts the other players card in their Trophy Pile and their own card into the Recycle Pile so it may be used again.

Repeat the Slap and Clean until one player has 10 cards in their Trophy Pile and wins the game.

 

Tips

  • The missions are unique to each card. Use your Game Play card to cover the mission text and keep your top card a secret.
  • Be sure to keep the Trophy Piles separate so you can each get back your cards at the end of the game.
  • Be creative! If you don’t like the rules, CHANGE THE GAME! and then send your game to CreativeConnections@earthlink.net

THE DUEL

Overview

Duel is a Power Card game that may be played by two players. The object of the game is to reduce the opposing players points to 0. Players accomplish this by pitting cards yin and yang values against one another.

 

Setup

ultimate_battle_mat

  • Deck: A players deck, which is located to the right of the player, may consist of as many as 40 cards (all face down), but requires at least 15 to play. Players draw cards from the deck during the draw phase. If the deck runs out of cards, recycled cards are shuffled, creating a new deck to draw from.
  • Recycle: The cards that a player has used (and is not currently on the field or kicker areas) are placed into this pile face up, to the right side of the deck. These cards are shuffled into a new deck, if the current deck is depleted.
  • Field: Up to two cards are placed face up on the field every turn, these cards determine how the game plays out. The field is located just to the left of the players deck.
  • Kicker: A special card placed face down and horizontally below the field cards. Kickers work as a strategy point, placing an unknown variable on the field for the player to activate at will, a kicker may only be used once a game.
  • Points Reserve: A place on the mat for a player to keep a counting device, such as tokens or coins, calculator, or piece of paper and pencil. Each player starts with 20 points.
Download Printable Instructions

 

Game Play

  • The Setup: At the beginning of the game, each player will shuffle their deck, and place it face down on the right side of the game area. This phase is only done once at the beginning of a game. Recycle piles may be reshuffled and create new decks, when the deck is depleted.
  • The Draw: This phase is done by all players at the same time. Each player will draw from the deck until they have a hand of 5 cards. Upon the games first draw phase, players will place a card from their hand face down in the kicker area, they may then draw an additional card.
  • The Turn: Given that players have decided (through rock, paper, scissors, or a coin toss) on who will go first, they are given the first Turn phase. A Turn is for a single player to complete, while the opposing player is on the receiving end. The opposing player must hold their cards in front of them, fanned out, with the cards back to the initiating player. The initiator points to a card of his choice, in the opposing players hand. The opposing player then places that card face up on his side of the gaming area. The Turning player then selects a card from his own hand to counter what was just placed on the board, this card is placed face up in front of the opponents card. After the first player completes his Turn, the opposing player then acts out a Turn of his own, this second card will take its place next to the cards of the first Turn.
  • The Round: After both Turns are completed, players total card Yin and Yang values are compared. If a players Yang is higher than the opponents Yin, that players points are reduced by the difference in values. Yang which is less than or equal to the opponents Yin takes no points.
  • The Kicker: During the round, a player may reveal his kicker card to the opponent, this acts as an additional Yin cushion, reducing any point loss received by the player. In addition, its Yang value also counts against an opponents Yin value.
  • The Clean: Any cards on the field, and revealed kickers are placed into the respective players recycle piles. (Unplayed kickers remain face down and untouched.) After the Clean, players repeat the cycle starting from the Draw phase.

Tips

  • The missions are unique to each card. Use your Game Play card to cover the mission text and keep your top card a secret.
  • Be creative! If you don’t like the rules, CHANGE THE GAME! and then send your game to CreativeConnections@earthlink.net

ULTIMATE BATTLE

The Set Up

Each player starts with 10 point markers in their points reserve. Point markers can be anything from pennies to paper clips. Both decks are shuffled and placed on their sides deck position.

 

Winning

The first player to eliminate all the points in their opponents points reserve is declared the winner. Also, if a player runs out of cards, the other player is declared the winner.

 

Starting the Game

Both players begin by drawing two cards. The player with the highest rank decides who will go first.

 

Card Colors and Playing Field

There are 3 different card colors (rules), Red (Self-Control), Blue (Self-Discipline), and Yellow (Respect for Others.) Each one has special qualities in game play. There are 2 attack positions on the playing field. If a Red card is played in these positions, it gains a +1/+1 stat increase. There is 1 Kicker (defense) position on the playing field. If a Blue card is played in this position, it gains a +1/+1 stat increase. Yellow cards do not gain a stat increase for being played in any positions. Yellow cards are, though, the only cards that can be boosted if you have a booster card in your deck. Other positions on the playing field include the points reserve, where you keep your life points, and the recycle pile where you place your benched or fallen cards.

 

Download Printable Instructions

 

Turn Phase

Phase OneĀ – DRAW: Player draws till their hand is back to 3 cards.

Phase Two – ATTACK: Player may attack with any card in attack position. Attack can target opposing players Attackers, Kicker, or Life Points directly if there is no Kicker.

Phase Three – RECRUIT: In this phase you may place one card down on the field.

Phase Four – BENCH: At this point you have the option of discarding a card.

 

Card Stats

On the bottom left hand corner of the card lies its Yin (defense) and Yang (attack) points. Yin points identify how much damage that card can take before it falls. Yang points identify how much damage it can deal. Yin points are marked with markers to keep track of the cards individual health.

On the bottom right hand of the card lies its element symbol. Each element is strong against another. If your cards element is strong against that of your opponents, attacking his card will do +1 damage. If your cards element is weak against that of your opponents, attacking his card will do -1 damage.

 

The Kicker

The Kickers only job is to defend your life points. A card placed in the Kicker position cannot attack. Once this card is eliminated, your opponent may attack your life points directly until a new Kicker is played.

 

Summoning the Void

Void cards have no weakness and are strong against all other card elements. To summon a void card, you must sacrifice 2 cards of different elements. Both cards sacrificed must be in play and this can only take place during the RECRUIT phase of your turn.

 

Element Key

WATER beats FIRE

FIRE beats EARTH

EARTH beats AIR

AIR beats WATER

VOID beats All