Junk Wax Battle 1.0 Rules

Objective: The player to hand-collate a set the fastest wins.
Players: 2 or more
Judges: 1 or more

Game Flow
Junk Wax Battle is broken down into three parts—Rip/Collate/Checklist, Trading Arena, and Auctions—which repeat on an endless cycle until a winner is crowned. Judges can also add Challenges at any time.

1. Each player will receive a certain number of unopened packs, a numbered checklist, and a Xeroxed copy of relevant listings from a Beckett Price Guide from the relevant year.
2. The game begins with a 10-minute Rip/Collate/Checklist stage. This will be timed. The first four players to complete within the time period will win prizes (at the Judge’s discretion).
3. Following the completed Rip/Collate/Checklist stage will be a 10-minute Trading Arena. Players are free to trade with each other.
4. At the end of the timed Trading Arena, the Judge will lead Auctions for 30–50 cards pulled at random from the Judge’s master set.
5. At the end of the Auctions, players will be given another parcel of unopened packs for the second timed Rip/Collate/Checklist stage.

The cycle of Rip, Trading Arena, and Auctions will continue—with random Challenges—until a winner is crowned. If no winner has been crowned even after all of the cards from the Judge’s master set have been auctioned, the Rip and Trading Arena stages will continue with additional Challenges.

First and second place will win actual prizes, like a collection of 1980s rookies and stars, or a complete set of an equally terrible set from that period.

In-game Challenge winners will receive extra unopened packs, or random cards from the set to aid them in set completion. In-game Challenge prizes will be determined by the Judge.

The Stages of the Game

This is a timed stage. Time limit is determined by the Judge, but generally between 10–15 minutes.

In the first Rip stage, all players receive the same number of packs to start. In subsequent Rip stages, number of packs each player receives is based on order finish from previous Rip. For example, Player 1 finishes first in Rip 1, while Player 2 finishes last. In Rip 2, Player 2 would receive the most packs, and Player 1 would receive the fewest.

The players who finish opening their packs, collating them and marking his checklist the fastest will receive a prize (to be determined by the Judge).

Rips continue until the pack supply is exhausted.

Trading Arena
This is a timed stage. Time limit is determined by the Judge, but generally 10–15 minutes.

In this stage, players trade with each other. All cards are eligible for trade, and trade criteria are whatever is decided by players making a given trade.

If conflicts occur, players can have the Judge rule on the fairness of trade.

The Judge runs the auctions. This is not a timed stage, but based on number of cards auctioned per stage (between 30–50). Cards to be auctioned are chosen randomly from the Judge's master set by the Judge.

How Auctions Work
The highest-priced bid will win an Auction. Price guide values will determine card values.

Doubles and Other Multipliers in Auction Bids
If a player bids two of any card (doubles) as part of his bid, the double is worth twice its individual Beckett value (BV). The multiplier rule is true for all multiples:

Doubles: The first is worth 1x BV, and the double is worth 2x BV
Triples: The first two are worth 1x BV, and the triple is worth 3x BV  
Quadruples: The first three are 1x BV, and the quadruple is worth 4x BV

Here is an example auction:

Up for auction: 1988 Donruss Will Clark

Player 1 bids: Gary Pettis (1) - BV $0.05
Player 2 bids: Jack Morris (1) - BV $0.15
Player 3 bids: Cory Snyder (1) - BV $0.25
Player 4 bids: Vern Ruhle, Alan Bannister, Orel Hershiser - BV $0.75
Players 5 & 6 pass
Player 7 bids: Bo Jackson (1) - BV $1.00
Player 8 passes
Player 1 bids: Ruben Sierra, Kirby Puckett - BV $2.00
Players 2 & 3 pass
Player 4 bids: Mark Grace - BV $2.50
Player 7 passes
Player 1 bids: Roger Clemens (2x) - BV $3.00 ($1 + $2 for the double)
Player 4 passes
Player 1 wins the auction.

Cards included in winning bids are added to the Judge’s Stash.

The Auction stage is included in the game until all cards from the Master Set have been auctioned.

Challenges can be issued by the Judge at any point during the game, at the Judge’s discretion. Types of Challenges include trivia, sorting races, Pull a Card, Most Doubles, Photo Challenges, Best Name, Worst Career Highlight, Statistics, etc.

Prizes will be doled out by the Judge, and will generally be in the form of unopened packs. Judge can also decide to make all or part of the Judge’s Stash available (cards used in winning Auction bids) as a Challenge prize.