Welcome to the game of LootCrafter! This game, similar to Gin Rummy, introduces the audience to the world of weapon crafting and combat just in a small deck of cards. This game's intended audience is two to five players, ranging from all ages. If you have a love for fantasy games, then look no further! This is a universal card game that applies fantasy attributes such as wielding mind-constructed weapons and various mythical characters. There are three phases players will go through during the game: Loot Phase, Construction Phase, and Battle Phase. Players aim to eliminate other opponents by creating the best possible weapon and become the ultimate Looter! The three phases will be repeated until there is one player remaining with HP, or health.

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Step 1: Materials

Materials needed to play:

1 deck of the game, LootCrafter

1 die

A flat surface

2-5 players

WARNING! CHOKING HAZARD: LootCrafter is a game intended for all ages. Playing with the die is not recommended for children ages 4 and under. Please use caution.

Step 2: Getting Started

Getting to Know the Weapon Cards (See Figure 1.0):

Weapon Component: One part of the weapon, or component, you are trying to build.

Die Value: Once your weapon is completed, players roll the die until they achieve their weapon's die value in order to activate their weapon.

Weapon: The weapon that players are trying to build.

PWR: The amount of damage given per turn to another targeted player's hit points (similar to level of health in other games).

List of Components: A list of all of the necessary components to complete a weapon.

Weapon's Ability: This is the backlash of using your weapon to attack another player. Depending on the weapon, each backlash can affect either you or your other opponents own hit points.

Getting to Know the Magic Cards:

There are four magic cards, each with a specific purpose, that give bonuses to the player during the "Loot Phase". Each card is outlined and explained in the following descriptions:

Amp Card(See Figure 1.1): The AMP card can only be used if a player has a completed weapon and adds one unit of power to that weapon.

Clay Component Card (See Figure 1.2): This card can be used to supplement a weapon card, which is very useful if one does not have all necessary cards to complete a weapon.

Junkyard Dog Card (See Figure 1.3): Take the top three cards from the "Discard/Junkyard Pile" and pick one card out of those three. Discard the remaining two cards in the discard pile.

Rune of Foresight Card (See Figure 1.4): Take three cards from the top of the "Draw" deck and choose one, while throwing the remaining two cards in junkyard pile.

Step 3: Loot Phase!

The "Loot Phase" is the first phase of the game and requires players to build and assemble their weapon of choice!

  1. (THIS STEP ONLY APPLIES TO PLAYERS DEALING A MAGIC CARD IN THEIR CURRENT HAND. IF PLAYER DOES NOT USE OR HAVE A MAGIC CARD, PROCEED TO STEP TWO.) At the start of the round, if the player immediately to the left of the dealer chooses to put down and play a magic card they already have in their hand, the player will do as the Magic card instructs (see “Magic Cards” in the “Getting Started” section for reference).
  2. If step one was used, the next player to the left of the previous player will take their turn. If step one was skipped, the player to the left of the dealer will now begin by drawing one card either from the top of the designated “draw” pile or the top or the designated “discard” pile. (See FIGURE 2.0)
  3. The current player will then choose to discard one of their now six cards to get their hand back to five cards. Going off of the example hand, shown in Figure 2.1, the goal of the round is to attain all “weapon components” for the desired weapon. For the weapon “Floppy Flail of Cerebus”, there are only three components necessary to build the weapon, as shown in Figure 2.2. Because the player’s goal is to complete a weapon by getting all of the components, based on the cards in hand, they will choose to discard the card that is the least useful to them in that hand.
  4. Players will continue steps one through three until one player obtains all of the necessary components that completes their weapon. Once a weapon is complete, the player will then call out, “LOOT!”
  5. Once a player says, “LOOT!”, the remaining players each get one more turn each, repeating steps one through three again.
  6. (THIS STEP ONLY APPLIES TO THE PLAYERS THAT COMPLETE THEIR WEAPON BY GETTING ALL OF THEIR WEAPON COMPONENTS. IF NO OTHER PLAYERS COMPLETE THEIR WEAPON, PROCEED TO STEP SEVEN.) Once all players have taken their last turn, only those who have completed their weapons can move on to the next phase of the game, the “Construction Phase”.
  7. (THIS STEP SOLELY APPLIES IF ONLY ONE PLAYER HAS A COMPLETED WEAPON AT THE END OF THIS PHASE.) At the end of the last turn, if there is only one player with a complete weapon, the game is restarted (refer back to Step One). This phase will be restarted as many times as necessary until more than one player can move on to the “Construction Phase”.

Step 4: Construction Phase!

The construction phase is the second phase of Lootcrafter and it begins once someone has completed a weapon and shouts “LOOT!” during the "Loot Phase".

  1. (THIS STEP ONLY APPLIES TO PLAYERS WITH COMPLETED WEAPONS. IF A PLAYER DOES NOT HAVE A COMPLETED WEAPON AT THIS POINT, THEN THEY MAY NOT PARTICIPATE IN THE CONSTRUCTION PHASE AND ARE REMOVED FROM THE GAME.) At this point everyone, except the person who called loot, gets one more draw and discard in attempt to create a weapon, but if a weapon is created the word loot should not be shouted.
  2. The round begins by rolling a die, starting with the person who shouted "Loot!" and follows a clockwise pattern. The goal is to roll a number equal to or greater than the die value designated on their weapon cards. If a person rolls a die value that is less than the designated value on their weapon cards, then any following rolls can be added to previous rolls until the necessary value is reached.
  3. Once someone has rolled a value equal to or greater than their designated value, then their weapon is considered charged and everyone else has one more roll/turn to activate their weapon.
  4. (THIS STEP ONLY APPLIES IF ONLY ONE PLAYER IS ABLE TO ACTIVATE THEIR WEAPON. IF MORE THAN ONE PLAYER'S WEAPON HAS BEEN FULLY ACTIVATED, PROCEED TO STEP 5.) If no one is able to activate their weapon after the first person has activated their weapon, then the round ends and players return to 'Step 1' of the "Loot Phase!".
  5. Players with activated weapons are now to proceed to the "Battle Phase!" Any players who do not have completed weapons are to wait to return to the game when other players go back to 'Step 1' of the "Loot Phase!"

Step 5: Battle Phase!

Congratulations! You have reached the third and final phase, the player(s) who rolled their die value can now attack other players. Hit points (or HP) are deducted and the cards are shuffled back into the deck. (phases will be repeated until one player with HP remaining)

  1. The first player to activate their weapon during the "Construction Phase" selects another target player to attack. (Note ~ Players can only attack other players who also have a completed weapon.)
  2. The attacked player deducts however many PWR points there are on the activated weapon from their remaining Hit Points. The player who attacked another player then deducts the Weapon's Ability from their own Hit Points (or other players will do as the Weapon's Ability states if the card says otherwise).
  3. The round continues clockwise until all but one of the participating players are at 0 HP. Once a player gets down to 0 HP, they are out of the game entirely and cannot participate in any phases anymore. If more than one player is still remaining with HP left over (even if they did not participate in this phase), the remaining players will return back to 'Step 1' of the "Loot Phase!"

Step 6: Disclaimers and Acknoledgments


Lootcrafter is copyright © 2015 by Warped Gaming, LLC. All rights reserved. Rules version 1.00 (September 2015)

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Game Design: Dick Heyne Illustrated by: Andy Hahn Creative Director: Gabriella C. Devia-Allen Web Design: Benjamin Dotson Prepress Checker: Jan Roberts Investors: Craig and Michelle Heyne Playtesters: Tom Forrest, Colin Gahungu, Matt Gilmore, Brian Goldfarb, Adam Mason, Tommy McCarty, and Aaron Nance

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    3 years ago

    Are these the basic instructions for the game, or did you make new rules with the same game?