TenCap is a tabletop strategy game for 2-4 players. The object of TenCap is to capture the opponent's 10 card.
To play TenCap, all you need is a deck of playing cards, some dice, and a playing field, which is a 5x5 grid, each space roughly the size of a playing card. I made this playing field by simply taping two 8.5x11 pieces of copier paper together and drawing the grid on with a marker.
To set up TenCap, first divide your playing cards up by suit. Each player gets one suit. For this demonstration, I'll be doing a 1v1 game of Diamonds vs Spades.
Each player has 3 characters, Jack, Queen, and King, which are represented by the 3 face cards. Each character has 2 abilities. Each ability can be used once throughout the entire game.
Jack's two abilities are Mimic and Flee. Mimic allows Jack to swap one of his attribute cards with one of his opponent's. Flee allows Jack to move two spaces after finishing a battle.
Queen's two abilities are Aura and Resurrect. Aura allows Queen to roll two defense rolls on her next defending roll. Resurrect allows Queen to revive a fallen character on her team.
King's two abilities are Fury and Counter. Fury allows King to roll two attack rolls on his next attack roll. Counter allows King to deal back any blocked damage to the attacker on his next defense roll.
Each character gets 3 attribute cards. The attribute cards are distributed by the player to each character.
Cards 1-3 determine base the characters' attack power. Cards 4-6 determine the characters' ability number. Cards 7-9 determine the characters' hit points. Each character gets one of each type of card.
The ten card is given to one character to hold. This character must hold the ten card until killed.
Attribute cards, as well as the ten card, are displayed openly for everyone to see.
To start the game each player places their character cards anywhere in the row closest to them on the playing field. Player roll to see who moves first.
Each player has three moves per turn, which can be divided up among their characters as they choose. Player may choose to not use all three moves in a turn.
When a player has used all three moves, they may initiate battles. Once a player has initiated a battle, they may not move their characters again until their next turn (unless using the Jack's Flee ability).
A player can initiate a battle when their character card is in a space vertically adjacent to an opponent's character card. Only one battle may be initiated per turn.
When battling, both players roll a die. The value of the attacking character's Attack Card, plus the value rolled is the attacking character's damage dealt. Attack rolls are valued as Base 3*, defense rolls are valued at Full Value**. The value rolled by the defending player is subtracted from the damage dealt. The resulting value is subtracted from the defending character's health.
When a player's attack roll is the same as their Ability Card value, the player may use one of the attacking character's Abilities. Abilities take effect after the battle has finished. Any change in attribute values or extra rolls go into effect at the start of the next player's turn.
A character is killed when it runs out of health. When a character is killed, the card is flipped face down in the space it was killed in. The card remains in that space until it is resurrected, or until the game ends. If the character holding the 10 card is killed, it can punt.
To punt, the punting player first must roll a die. The value of the roll determines the number of spaces the 10 card can move. The 10 card can be punted diagonally, horizontally, or vertically a distance less than or equal to the value rolled. If the player has a character within range, they may "pass" the 10 card to that character. If the 10 card is passed to another character, it must be laid with that character's attribute cards. If the 10 card is punted to an open space on the field, it is placed on the field in that space.
To achieve victory, a player must move one of their character cards to the same space the opponent's 10 card.
*Base 3 rolls can only have a value as high as 3. (1&4 = 1; 2&5 = 2; 3&6 = 3)
** Full Value rolls are valued as shown on the dice. (1=1, 2=2, 3=3, 4=4, 5=5, 6=6)