Post by Nupa on Mar 6, 2017 19:39:56 GMT
The latest version of the rules can be viewed here!
Original post below.
This game is a work-in-progress, and any feedback is appreciated. In particular, I am looking for a better name, and feedback on how easy it is to build the various types of sets. They're meant to be about balanced, but I suspect it may still be too hard to form Runs compared to Courts. Also, like in Mahjongg, I am considering having bonus points for certain types of winning hand. suggestions for these, serious or silly, are welcome at any time.
If you played this, leave a reply in the thread, and let me how it went!
Original post below.
The idea of this game is to do what the Heckadeck seems to really want to do well, which is be a set-building game. In this game, your goal is to form a hand of three 4-card sets. There are three types of sets:
BOOK: 4 cards of the exact same value, so 4 Queens, 4 Elevens, 4 Zeroes, etc.
RUN: 4 spot cards of the same suit with ascending numbers, like the 4-5-6-7 of Hearts, or the 0-A-2-3 of Planets. Face cards have no value for runs.
COURT: any 4 face cards of the same color, like the Beast of Spades, King of Clubs, Hunter of Clubs and Acorns, and the Queen of Spades. Spot cards have no value for courts.
There are special rules for the Talismans, Arrows, Jokers, and Uniques, which will be covered later.
GAMEPLAY:
Pick someone to go first. Shuffle the deck, and deal out 11 cards to each player. Players take turns in clockwise order.
Each turn, draw one card from the deck, and then discard one card. Each player has their own personal discard pile -- this pile is face-up, and the top card must be visible to all players. After your discard, your turn is over, and the play passes to the next player clockwise.
After you draw, but before you discard, you will be holding 12 cards. If these form three complete sets of 4, then you win! Lay your hand face up and identify your sets for the other players to see. If there is some mistake, and you have not yet won, then pick your cards back up and continue to your discard.
CLAIMING CARDS:
Instead of drawing the top card of the deck on your turn, you may opt to claim a card from the top of any player's discard pile (including your own!) The claimed card is placed face up in front of you in a "claimed cards" area. This counts as your draw for the turn, so after your discard, you will have 10 cards in hand and 1 claimed (or 9 and 2 if this is your second claim, etc). You may NOT discard a claimed card -- you're stuck with it until the end of the game! Claimed cards DO count towards your completed sets -- you should have a total of 12 cards between your hand and your claims when you go out.
WILD CARDS:
Talismans and Jokers are wild cards. Talismans may be used as any spot card of their color, and jokers may be used as any face card of their color.
The Watcher is a special wild card: it may be used as any card which is currently face up on the board, including all claimed cards, and the top card of each player's discard pile.
The Omnihedron is a random wild card: if you have this card in your Claims area, then at the start of your turn, you must roll a twelve-sided die. The Omnihedron counts as a spot card, with that number of spots and all 8 suits. Count 12 as 0 for the purposes of this roll. If you have the Omnihedron in your hand, you may play it in front of you as a claimed card, any time during your turn before your discard. If you claim it in this way, roll for its value immediately, then continue with your turn.
ATTACKS:
Arrows are used as attacks. When you discard an arrow, if there are ANY claimed cards on the table (including your own!), then you must target one of them to be arrow'd. The claimed card is placed in its owner's discard pile, and the player whose card was arrow'd draws a replacement card from the deck.
The Crone is a special attack. If you have the Crone in your claimed cards on your turn, you may steal a claimed card from another player, and give them the Crone. The Crone goes in their claimed cards. Similar to the Omnihedron, you may claim the Crone from your hand during your turn, but unlike the Omnihedron, you are not required to use its power immediately.
The Darkness is a defensive card. If you have it in your hand, or claim it from a discard pile, then you may place it on top of another one of your claimed cards. The Darkness and the card behind it are immune to Arrows and the Crone -- nobody can attack the Darkness. The Darkness may not be "saved." If you have nothing for it to shield, you may not claim it. When you use the Darkness to shield a card, draw another card from the deck to replace it -- the Darkness does not count towards any sets.
IF THE DECK RUNS OUT:
When you draw the last card from the deck, the final turn begins. If you do not win before your discard, then the game is over and nobody wins. Note that on the last turn you cannot play cards that require you to draw a replacement for them, like the Darkness.
BOOK: 4 cards of the exact same value, so 4 Queens, 4 Elevens, 4 Zeroes, etc.
RUN: 4 spot cards of the same suit with ascending numbers, like the 4-5-6-7 of Hearts, or the 0-A-2-3 of Planets. Face cards have no value for runs.
COURT: any 4 face cards of the same color, like the Beast of Spades, King of Clubs, Hunter of Clubs and Acorns, and the Queen of Spades. Spot cards have no value for courts.
There are special rules for the Talismans, Arrows, Jokers, and Uniques, which will be covered later.
GAMEPLAY:
Pick someone to go first. Shuffle the deck, and deal out 11 cards to each player. Players take turns in clockwise order.
Each turn, draw one card from the deck, and then discard one card. Each player has their own personal discard pile -- this pile is face-up, and the top card must be visible to all players. After your discard, your turn is over, and the play passes to the next player clockwise.
After you draw, but before you discard, you will be holding 12 cards. If these form three complete sets of 4, then you win! Lay your hand face up and identify your sets for the other players to see. If there is some mistake, and you have not yet won, then pick your cards back up and continue to your discard.
CLAIMING CARDS:
Instead of drawing the top card of the deck on your turn, you may opt to claim a card from the top of any player's discard pile (including your own!) The claimed card is placed face up in front of you in a "claimed cards" area. This counts as your draw for the turn, so after your discard, you will have 10 cards in hand and 1 claimed (or 9 and 2 if this is your second claim, etc). You may NOT discard a claimed card -- you're stuck with it until the end of the game! Claimed cards DO count towards your completed sets -- you should have a total of 12 cards between your hand and your claims when you go out.
WILD CARDS:
Talismans and Jokers are wild cards. Talismans may be used as any spot card of their color, and jokers may be used as any face card of their color.
The Watcher is a special wild card: it may be used as any card which is currently face up on the board, including all claimed cards, and the top card of each player's discard pile.
The Omnihedron is a random wild card: if you have this card in your Claims area, then at the start of your turn, you must roll a twelve-sided die. The Omnihedron counts as a spot card, with that number of spots and all 8 suits. Count 12 as 0 for the purposes of this roll. If you have the Omnihedron in your hand, you may play it in front of you as a claimed card, any time during your turn before your discard. If you claim it in this way, roll for its value immediately, then continue with your turn.
ATTACKS:
Arrows are used as attacks. When you discard an arrow, if there are ANY claimed cards on the table (including your own!), then you must target one of them to be arrow'd. The claimed card is placed in its owner's discard pile, and the player whose card was arrow'd draws a replacement card from the deck.
The Crone is a special attack. If you have the Crone in your claimed cards on your turn, you may steal a claimed card from another player, and give them the Crone. The Crone goes in their claimed cards. Similar to the Omnihedron, you may claim the Crone from your hand during your turn, but unlike the Omnihedron, you are not required to use its power immediately.
The Darkness is a defensive card. If you have it in your hand, or claim it from a discard pile, then you may place it on top of another one of your claimed cards. The Darkness and the card behind it are immune to Arrows and the Crone -- nobody can attack the Darkness. The Darkness may not be "saved." If you have nothing for it to shield, you may not claim it. When you use the Darkness to shield a card, draw another card from the deck to replace it -- the Darkness does not count towards any sets.
IF THE DECK RUNS OUT:
When you draw the last card from the deck, the final turn begins. If you do not win before your discard, then the game is over and nobody wins. Note that on the last turn you cannot play cards that require you to draw a replacement for them, like the Darkness.
This game is a work-in-progress, and any feedback is appreciated. In particular, I am looking for a better name, and feedback on how easy it is to build the various types of sets. They're meant to be about balanced, but I suspect it may still be too hard to form Runs compared to Courts. Also, like in Mahjongg, I am considering having bonus points for certain types of winning hand. suggestions for these, serious or silly, are welcome at any time.
If you played this, leave a reply in the thread, and let me how it went!