I've got some rules to the game, if you haven't made some already. I'm imagining this to be more of a board game than a competitive, complex card game like Duel Monsters, Magic the Gathering, and etc. The simpler the better, right?
1) Beginning the game:
The Minecraft card game can be played with up to eight players, with a minimum to two people. The game begins with a player forming his or her own team; for instance "Team Toppy." Each team selects one 'Hero' card, i.e Miner Steve, Warrior Steve, Archer Steve because that will dictate the overall abilities, armors, and weapons the team will be allowed to use throughout the course of the game. The goal of the game is to mine, survive, and make it to the end of the default twenty turns.
2) Heroes:
Miner Steve (Action Points 3): You may mine up to three times a turn (You decide which point to begin digging and how far) but be weary of lava because there is a lot of it. You may smelt any ore you come across into ingots as a free action, but you cannot craft them into weapon or armor. You can only begin receiving ore once you've got down four spaces. To receive ore, draw from the basic ore deck. When you've gone down past four spaces, you may begin to draw from the advanced ore deck. From the fifth to sixth level, you may draw 1 from basic or advanced ore deck. From the seventh to the eighth level, you may draw 2 from the basic ore deck or 1 from the advanced ore deck. From the ninth to the tenth level, you may draw 3 from the basic or two from the advanced ore deck. As a drawback, you have a higher chance of encountering monsters. You are also not allowed to gather material or craft advanced items. Every time you use an action point to mine, draw a card from the basic monster deck. If you draw a monster, you must fight it. If you don't draw a monster, then you got lucky.
Warrior Steve (AP 3): You may craft up to three items a turn using your extensive knowledge of crafting and crafting tables. You're so strong, you can just carry all of that stuff around everywhere. Every time you craft an item, you must roll a die. For leather armor and wooden gear, you must roll a three or higher ( 66%). For iron and gold, you must roll the die twice and the result must be four, seven or eleven (31%). For diamond gear, you must roll the die twice and the result must be ten or higher (8%). For every successful craft, you receive a Bonus Token, which allows you to add a bonus '+1" to the result of your next die roll(s), stackable. You are not allowed to gather material or mine. Every time you use an action point to craft, draw a card from the basic monster deck. If you draw a monster, you must fight it. If you don't draw a monster, then you got lucky.
Archer Steve (AP 3): You may gather material three items a turn using your extensive knowledge of surviving out in the wilderness; you know what and what not to eat or touch. Every time you gather material, go through the material deck (which contains: Wood blocks, sticks of x2, red flowers, bones, arrows, bowls and etc.). You may only keep up to six individual cards, with up to four duplicates of any cards. You can spend an action point to roll a die to repair a structure, weapon, or armor. If you are repairing wood or leather, you must roll one die and roll a three or higher (66%). If you are repairing iron or golden gear, you must roll two die and roll a four, seven, or eleven (31%). If you are repairing diamond gear, you must roll two die and roll a ten or higher (8%). You can spend an action point to use build-able, material cards, such as Wooden Planks of 4, to build a structure to hide in. A successful structure has a 16-block perimeter, but not all successful structures are restricted to this basic design. You are not allowed to craft advanced items or mine. Every time you use an action point to craft, draw a card from the basic monster deck. If you draw a monster, you must fight it. If you don't draw a monster, then you got lucky.
3) Game turns:
After deciding the order of the turns, the players begin anywhere on the game-map. Some areas are sandy, other are infested with tree, and others are just plain, open plains. The turn player has options options to choose from on his turn: Perform his or her hero's action(s), hunt, fight or move about (Up to four blocks at a time). Each of these action use up an action point. A player may end his or her turn early and receives a bonus token for each remaining turn, which can later be redeemed for additional turns later on in the game. When a player hunts, he or she draws two cards from the Hunting deck (Cows, chickens, sheep, etc.) and keeps the loot of the animal (Cow Meat, chicken, wool, etc.). When a player chooses to fight, he or she must be adjacent to another player not on their team. The person initiating the fight attacks first and then receives retaliation damage from the other player. If you are adjacent to two opposing players, the second, other player is allowed to retaliate as well (optional choice). Once all players have had their turns, it becomes night-time. During the night, each player must draw two cards from the Monster deck and must fight the monster ( Spider, Skeleton, Spider-Jockey, Enderman, etc.). If they beat the monster, they get to keep the loot, but if they get beaten, they don't get to receive any loot and they lose two hearts (Eight hearts maximum). Once a player loses all of his or her hearts, he or she dies and his or her items are not up-for-grabs on the spot that he or she died. A player has the option to run away from a battle, at the cost of an action point from the following turn.
4) The Decks:
Basic Ore Deck- This deck contains the basic ores, such as coal, cobblestone, and (rare) iron.
Advanced Ore Deck - This deck contains the advanced ores, such as iron, gold, emerald, redstone, Lapis Lazuli, and (rare) diamond.
Material Deck- This deck contains anything able to be foraged, such as Wood (which can be turned in for Wood Plank of 4), Sticks, Flowers, Blaze Rods, Bones, Arrows, etc.
Hunting Deck - This deck contains the 'friendly' mobs, such as cows, sheep, chicken, squids, and etc.
Monster Deck - This deck contains the 'aggressive' mobs, such as Zombies, Skeletons, Creepers (Oh my!), and etc.
5) Additional rules:
A player is allowed to form a 'Faction' with any other player, regardless of Team. While in a faction, these players are allowed to combine the effects of their Hero, at the cost of only having a "Faction's turn" (Both of them essentially become one player entity, with the AP of the Hero with less AP plus the amount of member of the faction minus 1. They must decide what to do together and still coordinate two player tokens.) A pro of being in a faction is...
Pro 1: A player gains a protective aura, which allows to take two less damage when attacked.
Pro 2: The players in the faction are allowed to share the ability of their Heroes.
Con 1: Players no longer take individual turns and take one "Faction's turn."
Con 2: A Faction requires an upkeep of any two items from every player in that faction. If it cannot be paid, the faction is disbanded and all players in that faction takes two hearts of damage.
If a faction wants to declare war on another faction, both sides roll a die. The side with the higher roll attacks first. The health of the factions is determined by the total sum of the player's in it. The attack of the faction is determined by the total sum of the attack of the player's in it. The defense of the faction is determined by the total sum of the defense of the player's in it. When a faction's health reaches a multiple of eight (8, 16, 32, 64, etc), a player dies and his or her armor and weapons are no longer applied to the total sum of attack and defense. When a faction is defeated, the other faction is allowed to loot whatever they want from the corpses.
If a player wants to leave a faction, he or she must give one item to the leader or co-leader of the faction. If a player is being kicked out of the faction, the leader must give him or her an item. If a player wants to join a faction, he must give one item to the leader or co-leader.