The Payne Academy Card Game ===Cards=== There are 3 types of cards in the card game: characters, boosters, and events. Characters represent PPA staff or students and are the cards that battle. Boosters help the characters and event affect the game in unexpected or strange ways. ===Deck=== Your deck must have 60 cards (or less if you and your opponent have the same number of cards) and no more than 6 of any named card. In these 6, up to 3 may be common, up to 2 may be uncommon, and only one may be rare or super rare (so only 3 of each booster or event are allowed per deck). ===Rarity=== Telling rarity is easy with characters. On offensive characters, the more bright arrows the rarer it is. On defensive characters, the fewer bright arrows the rarer it is. Boosters and events are all common. So basically, you want offensive characters with as many arrows lit as possible and defensive characters with as few lit as possible. ===Setup=== Setup is easy. Both players draw 7 cards from their deck. Both players then play one offensive and one defensive character from their hand face-down onto the play area. If you cannot meet this requirement, shuffle the cards back into the deck and draw again. Then flip a coin to decide who goes first. ===Game play=== The player going first may now play any boosters or events he has in his hand. Boosters are attached to the player’s offensive or defensive character (depending on the card) and events are played on the field, to be taken into account during the oncoming battle. The player may also play any character cards he wishes as event cards (using the power printed on the card instead of as a character card). When he is done, he places his offensive character card along one of the sides of the opponent’s defensive character card. Both cards are then flipped over (keeping them facing their owners). Victory goes to the offensive player if one of his lit-up (purple) arrows falls on one of the opponent’s lit-up (purple arrows) (after applying all effect and booster cards). Otherwise, the defensive player wins. The offensive player then draws 2 cards. The defensive player then gets his chance to be on the offensive. Do the same thing as before only with the other player being defensive and offensive. Each victory is worth a point. All used events and boosters as well as the two battling characters are discarded after the victory (unless the event is defensive and works during your opponent’s turn in which case it is discarded after your opponent finishes battle). Players play another offensive and defensive card, flip a coin again, and repeat. If you cannot play an offensive AND defensive character at the beginning of the next round, you automatically lose both battles that round (your opponent gets 2 points). ===Events/Boosters=== Note that offensive character events will work when you are on the offensive and defensive character events will work when you are on the defensive (during your opponent’s turn). Normal events and boosters work the same way and are also labeled with offensive and defensive. Offensive boosters are attached to your offensive character and defensive boosters are attached to your defending character. ===Effects=== Here are all possible effects from effect and character cards +/- Arrow Advantage: This means you can add or subtract (depending on the card) lit arrows from your character cards. This effect only lasts for the one battle. It’s your choice which ones (tell a third party so you don’t cheat ;)). Of course, you cannot gain/lose arrows past +/- 3 for a total of all 4 lit/unlit. You cannot choose to add/subtract an arrow to one that already exists/doesn’t exist, respectively. +/- Arrow Disadvantage: The opposite of arrow advantage, usually an effect of an opponent’s cards. This means you lose or gain lit arrows (the opponent’s choice, tell a third party). You cannot lose more than 3 arrows for a minimum of 0 arrows lit and cannot gain more than 3 arrows for a maximum of 4 arrows lit. Again, you cannot add/subtract an arrow to one that already exists/doesn’t exist, respectively. Reveal Strength/Weakness: This means you must tell your opponent one arrow which is lit (offensive character) or one arrow which is not lit (defensive character). You must be truthful unless you played a card that allows you otherwise (such as Janel Torkington). Auto win: Exactly what it sounds like. You automatically win this upcoming battle (IE you gain a point when you’re done playing events/boosters and switch turns). There’s usually a catch though May not play events/boosters next round: You can’t play any events, boosters, or both (depending on the card) the next round May lie: This means you may lie to your opponent when asked something about your card, such as weakness, name, or rarity. This effect only lasts the turn it is played, as most other effects, but is pretty useless because your opponent knows you may lie and probably won’t use any information-revealing cards. ===Other===