Binmat Rules

The Cards
Binmat is a card game. The deck is made up of 78 cards. A card can be one of 6 suits Form (&), Kin (%), Data (+), Chaos (!), Void (^), or Choice (#), and 13 faces 2, 3, 4, 5, 6, 7, 8, 9, Trap (@), Wild (*), Bounce (?), or Break (>). There is one of each combination of suit and face making up the 78 cards of the deck. Cards with 2, 3, 4, 5, 6, 7, 8, or 9 as their face are called Number cards. Cards with Trap (@), Wild (*), Bounce (?), or Break (>) as their face are called Modifiers cards.

The Roles
There are 2 roles, Attacker and Defender. Assuming you are playing 1v1, you and your opponent should choose someone to be the Attacker and someone to be the Defender between you. You and your opponent sit opposite each other.

Setup
Shuffle and split the deck evenly into 6 face down decks and place them horizontally next to each other between you and your opponent. These are the resources of the game and effectively belong to the Defender. No one playing should know the order or which cards in which deck. The 6 decks are called the Lane Decks. Each is numbered 0 to 5 left to right from the Defender's point of view. The Defender should flip the top cards of Lane Decks 3, 4, and 5 (the 3 decks on their right). It is now the Defender's turn.

Player Turn
On a player's first turn, their only valid move is to draw a card from one of the Lane Decks to their hand. If a player draws from either Lane Deck 3, 4, or 5 (taking the face up card), they must flip over the new top card. Once the Defender has made their move, it becomes and the Attacker's turn. Once the Attacker has made their move, it becomes the Defender's turn. Repeat.

With at least one card in their hand, a player has the option of playing a card from their hand to one of their Stacks instead of drawing a card. There are 2 sets of Stacks, 6 for the Defender and 6 for the Attacker. The 6 Defender Stacks start off empty, but go between the Lane Decks and the Attacker. The 6 Attacker Stacks also start off empty and go between the Defender Stacks and the Attacker. Each column of lane deck, defender stack, and attacker stack form a lane. Only the Defender can play a card to a Defender Stack, and only the Attacker can play a card to an Attacker Stack. Once again, the Stacks are numbered 0 to 5 from the Defender's point of view. Breaks (>) cannot be played to an empty stack. Stacks can be face up or face down, but a card should be played matching the face of the stack. Empty stacks are assumed to be face down.

When there is at least one card in a defender stack, the attacker is no longer allowed to draw from that lane's deck. The defender stacks act as a wall protecting the resources.

On the attacker's turn, instead of drawing or playing a card, they can start combat in lane with at least one card in the attacker stack. Once combat starts, flip over the stack of the player whose turn it is. For every Trap (@) in their stack, discard the top card of the other stack (or do nothing if their stack is empty). Now flip over the other stack. For every Trap (@) in the that stack, discard the bottom card of the stack of the player whose turn it is. If either stack contains a Bounce (?), discard the attacker stack and the Bounce (?) cards in the defender stack to the attacker discard pile, which is a face up pile of cards that starts off empty to the left of the row of defender stacks from the attacker's point of view, the defender stack stays as it is and combat is over. Otherwise, the attacker and the defender should now sum up the number cards of their stack. The Powers of Two relevant in this game are 2, 4, 8, 16, 32, 64, 128, and 256 which represent attack powers 1 to 8 in order. If there are no Wild (*) Cards in your stack, your attack power is either the one represented by the power of two that your sum is, or 0 if the sum is not a power of two. If your stack does contain a Wild (*) Card, your attack power is the one represented by your sum rounded down to the nearest Power of Two. Then for each wild card in your stack, increment your attack power by 1. Next, if both the attacker and the defender's attack powers are 0, discard the attacker stack to the attacker discard pile, leave the defender stack as it is, combat is over. If the attacker has a lower attacker power than the defender, discard the attacker stack to the lane discard pile. The 6 lane discard piles are always face up and start off empty and sit between the lane decks and the defender. If combat is still not over and one of the stacks contains a Break (>), the damage value is either the attacker's attack power or the number of cards in the defender's stack, whichever is higher. If there is no Break (>), the damage value is the difference between the attacker and the defender's attack power plus 1. For every point of damage, discard the top card of the defender stack to the attacker discard pile. If the defender stack is empty, the attacker draws a card from the lane deck for every remaining point of damage. The defender stack stays as it is and combat is over.

If a player ever tries to draw from an empty deck. Pick up the corresponding discard pile, shuffle it, then place it face down where the deck used to be. It is now the new deck. If there was no lane discard pile, and it was empty, the attacker wins the game.

Instead of drawing from a lane deck, the attacker can draw a card from the attacker deck, which starts off empty and sits below the attacker discard pile from the attacker's point of view.

The Break (>) modifier can be played face up to a stack that doesn't already contain a Break (>), no matter if the stack is face up or face down by the attacker or the defender. Doing this immediately starts combat on that player's turn.

The attacker is allowed to play Bounce (?) cards to an empty stack, which also immediately starts combat on the attacker's turn.

Instead of drawing or playing a card, the defender can discard a card from their hand to a lane discard pile as their turn.

The attacker can also discard a card from their hand as their turn, but they can only discard to the attacker discard pile. When they do this, they draw 2 cards from the attacker deck.

A player may also pass.

Once 110 turns have passed, the defender wins the game