I want to share with everyone tonight, the rules I came up with for a card game that I hope to turn into something. For the time being, it simply uses a standard 52-card deck of playing cards (aces, 2-10, jack, queen, king). The game has no official name yet. Currently I’m picturing it as being primarily a two-player game, until I’ve had a chance to playtest a bit.

I’ll explain the rules mechanics and the notations as I go along. There are eight rules player powers. These are the first two.

Divination [Standard, Limited]
Players may draw lot and reveal Destiny equal to its value. (If you have no cards in your Destiny at the start of your turn, you lose the game.)

This introduces several concepts. The game has no “hand.” You have your deck, which is called your Destiny. When you reveal cards from your Destiny, they are placed in your Resources pile. When you draw lot, you first reveal the top card of your Destiny, and then place the card in your discard pile. (I don’t have a name for it yet, it’s a new concept.)

This effect allows all players to draw the top card of their deck, which they then put in their discard pile. They place a number of cards equal to the value of their “lot” into their Resources pile. It also makes the statement that if you should ever begin your turn with no cards in your deck, you lose the game.

This power uses a Standard action, which is used for timing purposes. You may only take Standard actions during your turn, and they can be interrupted by other players using Readied, Quick, or Instant actions.

This power is Limited, meaning you can only perform it once per turn.

Example: We start the game with all our cards in our Destiny, and I go first. I use Divination, and since no one else has cards in their Resources yet, they opt in too. We show the top cards of our Destiny, I get a four of clubs. I place the four of clubs in my discard pile, and then put the top 4 cards of my Destiny into my Resources.

Sponsorship [Standard]
Commit 1 Resource to sponsor 1 Resource for your Reserve. (You may not have more than 5 cards in your Reserve at any time.)

This throws some new terms at us. The first is commit. To commit a card, you move it from wherever it is on the board into your discard pile. Sponsor is another term for moving cards from one area to another. To sponsor a card, you must commit a card from your Resources with a value greater than the card to be sponsored.

Finally, this power creates the area of the Reserve and defines it. The Reserve can hold up to 5 cards and is a specific area of the play field, much like the Destiny, Resources, or discard pile.

Example: Of the 4 cards I put in my Resources, I have a three of diamonds, a two of hearts, an eight of diamonds, and a jack of spades. I’m going to use the Sponsorship power to commit the jack of spades to my discard pile and move the eight of diamonds to my Reserve. The other two cards remain in my Resources, untouched.

I’ll continue the discussion of the new rules in future updates. For now, I’m going to leave you with these to think about, and do a little review behind a “more” tag:

Your deck is called your Destiny.
You lose the game if you start your turn with no Destiny.
You don’t have a starting hand of cards.
You have a discard pile, where lots are placed when you draw them.
You have a Resources pile, where other revealed cards are placed.

Once during your turn, you may use Divination to put a number of cards from your Destiny into your Resources equal to the value of the top card of your Destiny, which is discarded because it’s a lot. (In a sense, you are using fortune-telling to see what your Destiny is — and that Destiny becomes a tangible resource.) Whenever you use Divination, the other players can gain Resources from it at the same time.

You move a card from Resources to the discard pile to commit it.
You have a Reserve, where you move cards from your Resources.
Your Reserve may only have 5 cards in it at once.
To move a Resource to your Reserve, discard a more valuable Resource. (You can do this as many times during your turn as you have cards to move and discard, as long as you don’t put more than 5 cards in your Reserve.)

From just these two rules, the only way to win is if your opponent moves too many cards out of their Destiny. You can’t really play with only these two rules.