The Rules

Welcome to the rules of Jack's Ragtag Rumble (JRR). Here you will find a guide on how to successfully play the game properly and avoid humiliating yourself in front of a bunch of nerds who play this game way too much.

## Getting Started

In order to play Jack's Ragtag Rumble you will need 4 things.

* Jack's Ragtag Rumble Cards.
* Small pieces to put on the board to represent yourself, other players, and anything you might place down.
* A hexagon grid map (or any accessible hexagon grid all players agree to). This is where you'll be moving around and beating each other up.
* Dice (any will do, but six sided is a minimum requirement).

# Basics

JRR can be played with as many people as you want, just keep in mind that the more people you have the slower the game will go and the harder it will be to stay organized. Players should each have their own deck of 20 cards. No more than 3 of one card can be included in the same deck. If there is a shortage of prep time or cards, players may use a card pool for all players or respective teams. Keep in mind that this makes it harder for characters to preform combos or have certain roles on the battlefield consistently.

At the start of the game, 3 cards should be dealt to each player. Each team should roll a die to see which one goes first (afterwards going clockwise).

At the start of your turn you should:

* Gain a point (unless your points are 6 or higher, to a maximum of 12). These are the currency used to play cards, signified by their cost.
* Draw a card (you can have as many as you want in your hand, but if you're above 6 at the end of your turn you have to discard until you have 6).
* Take status effects.

After this, you have free control over your character.

## Combat

During your turn, by default you have the option to do 3 things.

* Move 2 spaces in a straight line
* Play a bonus card
* Play an action card.

**During your turn** you have 2 uses of either movement or bonus cards. You can play 2 bonus cards, move then play a bonus, move twice, bonus card then move, whatever. However if you move twice in the same turn you cannot play an action card than turn. These do not have to be used.

### Movement

During your turn, you have the ability to move 2 spaces at a time. This called "natural movement".

As you can see here, Joe can move across the 2 spaces to another space, but cannot move across 2 spaces when one of them is occupied. This means that in most circumstances, it will take 2 turns to move around an obstacle.

Some cards will have movement capabilities that refer to multiple "individual movements". This means that they are each considered different movements, and can be used to go around obstacles.

### **Bonus Cards**

These cannot be played after action cards. These are often extra buffs or options that can help lead into action cards.

### **Action Cards**

Action cards can be played at any time during your turn, but playing action cards will immediately end your turn. These are often where your heavy hitting attacks and more important moves will be.

### Reaction Cards

Reaction cards are different. Every reaction card can be played when a certain condition specified on the card is met, regardless of if it's your turn or not. These cards vary wildly in use, but can include counterattacks, attack blocks, and attacks you can preform outside of your turn.

## Advanced

```
See something mentioned that doesn't have an explanation here? Check the Other Mechanics page.

```