Each player has 10 cards and starts with a castle at 20 hit points. Players take turns selecting a card from their hand to play facedown, with card types including catapult attacks, wall defenses, and special event cards. Cards are then revealed, with catapult cards damaging the opponent's castle and wall cards increasing their own castle's hit points. The game ends when one player destroys the other's castle or all cards are played, with the player with the highest castle hit points winning.
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2. Catapult Capers
Goal
To destroy your opponents’ castle by bringing the castle’s hit points down to 0.
Rules
Each player has a set of the same 10 cards. All the cards are held in the player’s hand
facing their owner. Each player’s starting castle starts out with 20 hit points. At the
beginning of each round, players must select 1 card from their deck to play. That card is
placed face down in the battlefield (in between the two players). The other player tries
to guess what they played by choosing a card that will benefit their castle. When both
cards are in the battlefield, the players flip over their cards to reveal their choices.
Catapult Cards
For every Catapult card that is played the opposing players castle loses that amount of
hit points. For example if player 1 chooses Catapult Attack +3 and player 2 Chooses
Catapult Attack +10, Player 1’s castle goes to 10 and player 2’s castle goes down to 17
hit points.
Wall Cards
When a player uses a Wall card, that players’ castle increases their castles hit points by
the number on the card. For example Player 1 chooses Wall Defense +4 and Player 2
chooses Wall Defense +1, Player 1’s castle goes from 20 to 24 hit points and Player 2’s
castles goes from 20 to 21 hit points.
If 1 player uses a Catapult card and the other a Wall card the defense points get added
to that players Castle before they get attacked. For example if player 2’s castle has 10
hit points left and plays Wall Defense +4, their castle gains 4 hit points making it now
have 14. Then Player 1 plays Catapult Attack +5, which decreases player 2’s castle down
to 9 hit points.
Event Cards
Each player will have 1 Misfire card and 1 Collapse card. Misfire cards and cancel out
any Catapult card and Collapse cards cancel out any Wall card. Example Player 1
chooses Catapult Attack +10 and Player 2 chooses Misfire, Player 1’s catapult “Misfired”
and no damage was dealt that round. If player 1 chooses +4 Wall Defense and Player 2
plays a Collapse card, Player 1’s defense “Collapsed” and no addition defense was built
that round. If a Collapse Card is played against a Catapult card, the attacking player
deals full damage of the card played to the opposing player. If a Misfire Card is played
3. against a Wall card, the defending player builds up their defense for the full amount on
the card.
After each card is played it is placed in the discard pile. If after 10 rounds of play
neither castle has been destroyed, pick up all discarded card and place them in their
owners’ hand and continue the game. The game is over when one player’s castle has no
hit points left.
4.
5. Meaningful Actions Analysis
Ryan Horbal
Rules of Catapult Caper
Each player has a set of the same 10 cards. All the cards are held in the player’s hand
facing their owner. Each player’s starting castle starts out with 20 hit points. At the
beginning of each round, players must select 1 card from their deck to play. That card is
placed face down in the battlefield (in between the two players). The other player tries
to guess what they played by choosing a card that will benefit themself. When both
cards are in the battlefield, the players flip over their cards to reveal their choices.
For every attack card that is played the opposing players castle loses that amount of hit
points. For example if player 1 chooses Attack +3 and player 2 Chooses Attack +10,
Player 1’s castle goes to 10 and player 2’s castle goes down to 17 hit points.
When a player uses a Defense card, that players’ castle increases their castles hit points
by the number on the card. For example Player 1 chooses Defense +4 and Player 2
chooses Defense +1, Player 1’s castle goes from 20 to 24 hit points and Player 2’s castles
goes from 20 to 21 hit points.
If 1 player uses an Attack card and the other a Defense card the defense points get
added to that players Castle before they get attacked. For example if player 2’s castle
has 10 hit points left and plays Defense +4, their castle gains 4 hit points making it now
have 14. Then Player 1 plays Attack +5, which decreases player 2’s castle down to 9 hit
points.
Each player will have 1 Misfire card and 1 Collapse card. Misfire cards and cancel out
any attack card and Collapse cards cancel out any defense card. Example Player 1
chooses attack +10 and Player 2 chooses Misfire, Player 1’s catapult “Misfired” and no
damage was dealt that round. If player 1 chooses +4 Defense and Player 2 plays a
Collapse card, Player 1’s defense “Collapsed” and no addition defense was built that
round. If a Collapse Card is played against an Attack card, the attacking player deals full
damage of the card played to the opposing player. If a Misfire Card is played against a
Defense card, the defending player builds up their defense for the full amount on the
card.
After each card is played it is placed in the discard pile. The game is over when one
player’s castle has no hit points left. If after all the cards are played each player’s castle
still has hit points, the player with the most points wins.
6. Held- The player holds their card in a manner that they can see them but their
opponent can’t.
Select/Choose- Each player selects/chooses a card from their hand to play
against their opponent.
Guess- Each player tries to guess what the other is going to play in which making
their decision meaningful.
Play(s, ed)- Each player places his or her card in the “battlefield” face down.
Flip- Each player flips over their card in the battlefield once both cards are
played.
Increase- The hit points of the castle increases if the player uses a defense card
Decrease- The hit points of the castle decreases if the player uses an attack card.
7. GRATIS
Goals (G)
Damage the opponent’s castle as best as you can in the 10 rounds of
play.
Rules (R)
Players choose either a Wall card, a Catapult card or an Event and places
it face down in the “battlefield”
Once both cards are in the battlefield each player flips their own card.
If the player uses a Catapult card they attack their opponent for the
amount on the car.
If the player plays a Wall card that player increases their castle’s hit
points by the amount on the card.
If a Misfire card is played against a Wall card then the player who used
the Wall card increases their defense by the number on the card.
If a Misfire card is played against a Catapult card then the Catapult
“misfires” and no damage is dealt.
If a Collapse card is played against a Catapult card then the player who
used the Catapult card attacks their opponent for the amount on the
card.
If a Collapse card is played against a Wall card then the players Wall card
“Collapses” and no defense was increased that turn.
When either castle hits 0 hit points the game is over and the castle that
still has hit points wins.
If neither castle reaches 0 after all the cards are played then the castle
with the highest hit points wins.
Actions (A)
Choose the card to play
Place card in “battlefield” (INV)
Flip over cards (INV)
Decide the attack or defense points (INV)
8. Transitions (T)
Game Over (When Castle reaches 0 hit points)
Game over (When all the cards are played)
Round over (When both players play a card)
Items (I)
2 players
Paper to keep track of hit points
Pencil or Pen
20 Catapult Caper cards
Setup (S)
Separate cards making sure each players gets 1 of each
Write down Castle hit points on paper
Hold cards in hand facing owner