STG
♠️♥️ SUPERJACK: THE GAME ♣️♦️
EASY HOW-TO PLAY GUIDE
Learn as you play

Welcome to Superjack

A fast way to learn the rules while you play. You don’t need a special deck — just a normal set of playing cards.

In Superjack, you’re a commander leading a magical kingdom into battle. Gems power your spells and creatures, and you’ll sling attacks back and forth until someone drops to 0 health.

This guide walks you through the rules one step at a time. Use the buttons — or your left/right arrow keys — to advance.

You can set this up at any table with a regular 52-card deck. No special tokens needed — you can track health with dice, coins, or a notes app.

🎯 Goal of the Game

Superjack is a duel between two (or more) players. You’ll use your cards to summon creatures, attack, and cast magic.

  • Each player starts with 20 health.
  • Use your cards to summon creatures, attack, and cast magic.
  • The first player to bring their opponent down to 0 health wins.

Everything else in the rules is just clever ways to get your opponent to 0 before they get you.

🃏 The Cards

You use a regular deck of playing cards.

💎 Gems = Energy (2–7)

  • Number cards 2–7 are called Gems.
  • They’re your energy sources — like fuel for your magic.
  • You play them to the table to pay for creatures and abilities.
  • Each Gem has a color:
    • Red = ♥ and ♦
    • Black = ♠ and ♣

🧙 Creatures = Face Cards & Aces

  • Jacks, Queens, Kings, and Aces are your creatures.
  • These are your fighters — they attack, block, and carry buffs.
  • Red creatures must be paid for with red gems.
  • Black creatures must be paid for with black gems.
When you summon a creature, every Gem you use to pay for it must match its color. Later, you can still attach buffs or equipment of any color.

⚙️ Setup

Getting started only takes a minute.

  1. Each player starts at 20 health.
  2. Shuffle your deck thoroughly.
  3. Each player draws 5 cards.
  4. Play Rock–Paper–Scissors to see who goes first.

That’s it — you’re ready for your first battle.

🔄 Turn Structure

At the beginning of each turn:

  • Reset – Turn all your tapped cards upright.
  • Draw – Draw one card.

Every turn has three phases:

  1. Main Phase
    • You may play one Gem per turn.
    • You may spend Gems to play Creatures.
    • You may use abilities that are allowed during Main Phases.
  2. Combat Phase
    • Choose your attacking creatures.
    • Your opponent chooses blockers.
  3. Second Main Phase
    • You may play more cards or use abilities.
  • Pass – End your turn.
“Tap” means turning a card sideways to show it’s been used this turn.
“Untap” means turning it upright again at the start of your next turn.

💎 Using Gems

Gems are your energy source and mini spells.

  • Each Gem card (2–7) gives 1 energy of its color when tapped.
  • You tap gems to pay for creatures and some abilities.
  • Tapped gems stay sideways until the start of your next turn.

Gem Sacrifices (Extra Powers)

Instead of just tapping a gem, you can tap and sacrifice (discard) it for a one-time effect:

  1. 2 or 3 → Fireball
    • Deal 2 damage to any creature or 1 damage to a player.
  2. 4 or 5 → Mine
    • Generate 3 bonus energy of that gem’s color (for this turn only).
  3. 6 or 7 → Draw
    • Draw 1 card.
When you sacrifice a gem, it goes to your discard pile, also called your graveyard.

⚔️ Summoning Creatures

Creatures cost energy and have attack/health stats.

  • Jack costs 2 and has 1 attack / 1 health.
  • Queen costs 4 and has 2 attack / 2 health.
  • King costs 5 and has 3 attack / 3 health.
  • Ace costs 3 and has 1 attack / 1 health but can attack right away.

To play a creature:

  1. Tap enough gems of the same color to match its cost.
  2. Place the creature on the table.
  3. Unless stated otherwise, it can’t attack the turn it comes out (it’s “untrained”).
Remember: when summoning, all gems used must match the creature’s color. A red Queen needs red gems only; a black Jack needs black gems only.

⚡ Royal Charge

Sometimes, paying for a creature in style makes it charge into battle immediately.

If the gems you tapped to play a creature are consecutive numbers of the same color
(like red 4–5 or black 5–6–7), that creature gains Royal Charge:

  • It can attack immediately this turn.
  • It can only be blocked by a creature of the same rank (J vs J, Q vs Q, etc.).

Pay in a straight, get a turbo-charged entrance.

🔷 Straights (Magic Combos)

If you have a straight of same-colored gems in play, you can tap them together for special magic effects.

  • 3-card straight → Gain +1 life.
  • 4-card straight → Draw 1 card, then discard 1 card.
  • 5-card straight → Return a creature from your graveyard to play, then sacrifice one gem from that straight.
  • 6-card straight → Take control of an opponent’s creature, then sacrifice one gem from that straight.
All gems in a straight must be the same color.
Straights are optional powers — activate them when the timing feels right.

💠 Pairs (Buffs & Equipment)

Pairs turn your creatures into armed war machines.

A pair is two gems of the same rank and same color.

  • You can attach (or “equip”) any pair to any creature, even one of a different color.
  • Each pair gives that creature +1 attack and +1 health until your next turn.
  • Each creature can hold up to two pairs at a time.
  • At the start of your next turn, all pairs fall off and untap.
  • A four of a kind (same rank across both colors) gives +3/+3 if all four are attached to a creature.
Equipment doesn’t care about color matching — you can suit up a red creature with black gem pairs and vice versa.

🧱 Combat

Combat follows a clear, fair sequence:

  1. You declare attackers.
    • Tap the creatures you’re using to attack.
  2. Opponent declares blockers.
    • They choose any untapped creatures to block.
  3. You declare buffs.
    • You can attach pairs or use gem effects.
  4. Opponent declares buffs.
    • They can do the same.
  5. Damage happens.
    • Attacker and blocker deal damage to each other.
    • If a creature takes damage equal to or greater than its health, it dies.
    • If an attacker isn’t blocked, it deals its damage to the opponent’s health directly.
  6. End of turn.
    • Surviving creatures heal back to full health.
    • All tapped cards stay sideways until your next turn.

👑 Special Moves

Jack Stacking

  • Jacks can stack on top of each other to combine power.
  • 2 Jacks → 2/2
  • 3 Jacks → 4/4
  • 4 Jacks → 8/8 (a Superjack)

A Superjack has Trample, meaning extra damage carries over to the player if the blocker dies.

Royal Sacrifice

  • If you control a Jack, Queen, and King of the same color:
    1. Tap all three.
    2. Sacrifice the Jack.
    3. Destroy any target creature.

Ace Magic

  • An Ace can be played anytime, even during your opponent’s turn.
  • It can be used three different ways:
    1. As a creature – a 1/1 that can attack right away.
    2. As a spell – destroys one enemy gem.
    3. As a counter – cancel another Ace that was just played.

🧮 Winning

  • Keep attacking and casting until your opponent’s health reaches 0.
  • When that happens — you win!
  • If a player runs out of cards to draw, they just skip their draw step and keep playing.

There are no “deck out” losses here — the battle only ends when a commander falls.

❤️ Quick Reminders

  • Play one gem per turn.
  • Gems must match the color of the creature you summon.
  • You can attach pairs of any color to any creature.
  • Straights, pairs, and sacrifices are all same-color combos when formed.
  • Jacks can stack to form Superjacks.
  • Use Royal Charge when you cast with a straight — attack right away!
  • Royal Sacrifice (J+Q+K same color) destroys a creature.
  • Ace = fast, flexible magic — attack, destroy, or counter.
You’re ready to play! Shuffle a deck, deal 5 cards each, and try a practice game. Keep this page open as your quick-reference guide.
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