CONTEXT This is a game played in Minecraft, based on this video: https://www.youtube.com/watch?v=p8024_-Gfxo VICTORY You win by attacking and destroying your opponent's core. To do so, you must play items and push forward into your opponent's territory. PREPARATION Before the game begins, both players agree on a time limit and run around gathering resources for their decks. Rarer items are stronger, and there are synergies and combos to exploit, so this is an important phase of the game. A good time limit might be 30 minutes; enough to get some good items, but not terribly long. When it comes time for deckbuilding, choose from the items you've obtained to be your deck. Don't use items obtained before the gathering time, and don't use any swords, pickaxes, or axes with missing durability; these three tools are so easy to craft and so useful for gathering that they would be used in every deck, and that's boring. If you want to use a pickaxe in the match, craft one specifically for that purpose. Other items that have missing durability, like armor or shovels, are fine. While an easy default can be to have the players start from an empty inventory, decks full of wood and stone might get boring after a while. You can set up rules to speed up the process; from simple stuff like giving both players iron tools, or more chaotic stuff like instant access to a nether portal. GAME FLOW The game is played in a normal chest, in which items are placed. Choose who goes first. The first player plays a Core to the 2nd-to-last column on their side, then performs a Summon. The second player does the same after. Then, the game beings properly, with the first player's first turn. On each turn, the player takes 2 actions from the below list, then pass the turn to the other player. Summon: Choose a column and summon any number of identical items to it (3 feathers, 2 iron swords, a potion of healing, etc.). You can only summon to one of the first 4 columns from your side (except for the second player's initial summon, which can be to the middle column). Attack: Choose any of your items to fight opponent's adjacent items (combat is explained below). Any items defeated by an attack are discarded. A core cannot be defeated unless all other items in its column are defeated as well. March: Choose a column and move any of your items in that column to an adjacent column with no enemy items in it. This is essential for reaching and defeating your opponent's core. Special: Certain abilities or combos might require you to use an action. COMBAT When you Attack, you chose any number of your items to fight enemy items that are adjacent to them. Which item wins in a fight? Usually the rarer/more valuable one; iron ore beats cobblestone, wood log beats wood planks, stone sword beats wooden sword, etc.. But of course, matchups exist; a wooden pickaxe beats cobblestone, a bucket of water beats an ender pearl, etc.. If the attacker wins, the defeated item is put into a separate "discard chest" and cannot be used for the rest of the game. If the defender wins, nothing happens. Other things can affect a battle too; a common ability is for an item to support the item in front of it, for either attack or defense. For example, a wood plank attacked by a wood sword would lose, but if it has a cobblestone behind it, the stone might help it survive. When it's not clear which side should win (such as mirror matches), the attacker has the advantage. But if the sword has an axe or pickaxe behind it, it's a winning battle for the sword again. The ultimate goal is to attack and defeat your opponent's Core. A Core cannot be defeated if there are any other items in its row. Therefore, to win, you must defeat your opponent's entire last row in a single turn (if a Core and the other items are defeated simultaneously, the Core is successfully defeated). ABILITIES & COMBOS Every item has some sort of ability or interaction with other items. These abilities can be positive or negative, and items can have any number of abilities. Abilities are improvised on the spot by the player who plays the item, and most abilities should be declared when an item is played. The overall power of an item's abilities should be proportional to its rarity; a Diamond Chestplate should be much stronger than a Wooden Bowl. The effect of the ability should usually make some kind of logical sense; for example, a Pickaxe helping to break rock items, a Bow being able to attack from afar, or a Chestplate helping defend its allies. Cores should have powerful abilities that might form the basis of your deck's strategy; a furnace that powers up your ore items, a sapling that helps you play wood items, etc.. These should also scale with rarity; a sapling might not do much, but a brewing stand will be incredibly powerful! Certain items can also interact and cause combos. This is often pretty obvious; combine an Iron Block and a Pumpkin, and you make a powerful Iron Golem. Combine Flint and Steel with TNT, and you can destroy a bunch of items. But you could also get creative; combine Obsidian with Flint and Steel, and maybe you can start summoning nether items from creative mode. Combine Beef, Leather, and Milk, and you can make a whole Cow. Combine a Water Bucket and some seeds, and you can grow crops. Or you can combine seeds with a Hoe. Or with Dirt. Get creative! You get to decide the rules of how your combos work. Maybe the Iron Golem takes up multiple positions, or maybe you remove the Iron Block and just say the Pumpkin is now the Golem. Maybe the TNT destroys items on both fields, including the Flint&Steel used to detonate it, or maybe it just destroys your opponents items. But either way, the TNT itself is probably destroyed too. You can even improvise abilities and combos for your opponents items, but be very, very careful when doing so; your opponent's items belong to your opponent, so only suggest things in a way that lets your opponent say yes or no ("hey, is it true that water and lava combine into obsidian when placed next to each other?" opponent can agree: "oh no! i forgot about that!" or not: "no, they removed that in the last patch"). When in doubt, just focus on your own items. Most importantly, when your opponent creates an ability for their own item, don't say no. This is a game of improv, so follow the rule of "yes and" and don't say no to the other participant's ideas. Remember, this is basically just a few steps away from Calvinball, so don't play to win. You could say that your Stone Hoe has the ability to destroy all items on your opponents field, but that wouldn't be fun. You could say your Wooden Pickaxe can beat your opponent's Obsidian, but be honest, you should really just admit defeat. And if your opponent decides that their Dirt actually has a powerful ability, maybe just play along and give EVERYTHING a powerful ability. Just try to make the game fun for both players. The goal isn't victory, but creativity!