Each player gets half the deck, then looks at their half.
Players may write down all the cards in their half which they are recording.
Each half-deck is then shuffled and given to the other player to use as their play deck.
This means that a player will know the content of the other player's deck, but they will not know their own deck, nor the draw sequence of the other player's deck.
Cards that are sacrificed, dead, killed, discarded, or burned, are put into an un-usable pile, face-up, and players may check off which have died off, for a process of elimination as to know which cards are left. This allows for some strategy.
If a creature is played to attack an other creature, it may survive if the attacker;s power is higher than the attacked.
If an attacking creature's suite is higher than the target, the target dies.
If an attacking creature's power is lower than the target's, the attacker dies.
If an attacking creature's suite is higher than the target, but it's power is lower than the target's, both the attacker and the target dies.
To kill a creature, the attacker's suite or power must be higher than the target's.
For an attacker to survive, the attacker's power must be higher than the target's.
For a defender to survive, the defender's suite and power must be higher than the attacker's.
On a player's turn, that player draws a card.
Before the end of a player's turn, that player must discard a card if that player's hand-size has reached the threshold.
Each suite has it's own effect and rank in hierarchy.
Descending, the heirarchy:
{ White Purple Cyan Blue Green Yellow Brown Orange Red Pink Gray Black }
Cards may be played on-board, as creatures, and/or be used as an effect. Some effects require sacrificing the card, others require simply playing them. Effects that don't require it's card to sacrifice itself, may sacrifice itself if chosen.
List of effects:
White: When played, all cards on the board that are not of the suite White, dies. That white card simultaneously attacks all cards that are on the opponent's board. If at least one card on the opponent's board has equal or higher power than the white card that was played, that white card dies, too.
Purple: When played, the user may look at a number of cards, based on the power of the purple card. The player may choose their own deck, the opponent's deck, or the opponent's hand.
Cyan: Replace a card on the board, whether from the opponent's or the user's board, and put the cyan card in it's place, and put the replaced card into the user's or the opponent's hand, decided by the user of the cyan effect.
Blue: (Always) When played, all of the user's on-board cards can be at least of blue suite and power. The Blue card may be played face-down, and must be revealed when attacked, or required to prove a claim. (For example: Claiming that an attacking card should survive, despite it's inferioirity.) Cards that are played while a blue card is on the player's board, are affected as well. If a Blue 9 is on board, and the owner of that card would play an orange 2 on board, so as to attack another card, that orange 2 would be a Blue 9. The player may choose to use their on-board card as their native suite and power, rather than the blue card's on-board.
Green: When played, the player may draw a number of cards based on the power of the green card, or force the opponent to draw that many cards.
Yellow: (Always) Deals double damage to on-board cards, and instant damage to the player if there is no card obstructing the yellow card's path.
Brown: When played, swap positions with the card in-front of the brown card.
Orange: Sacrifice the orange card to force the opponent to discard a number of cards, based on the power of the orange card, from their hand. (From only their hand, not their deck) If the number of cards in their hand is less than the number of cards forced to be discarded, that player simply discards their hand.
Red: Sacrifice the red card to do immediate damage to a player, or deal damage equal to the power of the red card to a number of cards equal to the power of the red card. Damaging one's own cards is optional. Non-lethal damage does nothing to a card. (A red 7 would deal 7 damage to up to 7 cards.)
Pink: Sacrifice the pink card to kill a number of cards equal to the power of the pink card.
Gray: Kill an on-board card and put the gray card in it's former position.
Black: Sacrifice the black card and kill all cards on opponent's board that are equal to or less than the power of the black card. Killing one's own cards is optional.
Classic rulings & recommendation:
Start with 0 cards in hand.
Draw 1 card each turn.
Have 4 cards by the start of turn, use and/or discard cards until 4 cards are in hand before the end of turn.
5 positions on-board maximum for each player.
Cards may attack only forward/opposite/in-front of it.
If a card is played as a creature, opposite an opponent's card, the played card may immediately attack the on-board card, or the player may choose not to attack and simply place it opposite the card. A creature, other than yellow, may not immediately attack a player, but must wait till the next turn. Creatures may not attack the player if there is a card defending/obstructing the path.
Each player gets 27 cards as starting deck size.
If using a 52 card + 2 poker card deck, assign the suites accordingly.
The lowest of the 4 suites inherits the first 3 lowest of the 12 suites from the 12 colors, then ascend accordinly.
Example:
Diamond inherits Black, Gray, and Pink
Club inherits Red, Orange, Brown
Heart inherits Yellow, Green, Blue
Spade inherits Cyan, Purple, White
If using a Noah's Ark Rainbow Deck, the variables of hand size, board size, deck size, etc, may differ depending on players' choice, for custom modes and rules, the player's may make up their own rules and games.
Player health may be up to 100 if using a Noah's Ark Rainbow Deck, or 50, if using a 52 card poker deck.
Fatigue(life loss, and/or card discard from hand) may be implemented after 0 cards left in a player's deck.
If using a 52 card poker deck, allow effects of suites, other than purple, affect only 1 card, rather than using a card's power as the number of cards to be affected. The match may be played allowing multiples in effect or as single, in terms of quantity of cards in effect.
For instance, instead of a green 7 allowing 7 cards to be drawn, simply draw 1 card with a green card- instead of a red 7 dealing 7 damage to 7 cards, or 7 damage to a player, simply deal 7 damage to a card, or 7 damage to a player- instead of a blue card allowing all on-board cards to inherit the same suite and power as the blue card, simply allow the blue card to be played face-down- Instead of black allowing cards to be killed by on it's power, have no effect, and be played only as minions- instead of orange forcing a discard of a number of cards, force only a single card- however, with purple, continue to allow a scry of a number of cards based on the power of purple.
Face cards do not have a power/numerical value (Technically 0, but can kill other cards as in poker rulings. It can be killed by any numerical/power, if attacked, and can kill any power/numerical below it, as in poker, if attacking.