Post by matt on Jan 7, 2018 12:26:55 GMT
Base rules are here: www.pagat.com/eights/bartog.html
In terms of additional rules - the sky is really the limit. The extra cards in the Heckadeck naturally lead themselves to creativity and thinking up rules that make the most of their uniqueness. There are 4 ideas below - and I'm sure I'll think of more as time goes on.
(1) Multiple discard piles
Possibilities:
*There are two discard piles, one of which is “active” and players only play on the “active” pile. When someone plays an arrow, the other discard pile becomes “active”.
*There are (up to) 4 discard piles, each labelled: red, black, blue & green. An arrow can be played on a single player and that player must play on the discard pile which corresponds to the colour of their arrow. This limitation can be temporary (i.e. applies to only the next 2 discards) or permanent or permanent until changed by another subsequent rule.
*One discard pile per player.
To begin with, each player discards onto their own pile.
Variations:
(a) other special cards may be introduced to swap the discard piles between players
(b) an arrow may be played on Player A, the orientation of which points to another player, say Player E. Player A must play (i.e. discard) onto Player E’s discard pile. Player E continues to play (i.e. discard) onto their own discard pile.
(2) Draw cards, lowest value card determines how many
When someone plays a Talisman, they elect another player. That player must draw cards from the Stock into the Hand. The number of cards they draw is determined by the value of the lowest card in their possession. On a players go, the talisman can be played instead of playing a card to match the top card of the discard pile. The next player does not have to match the talisman.
(3) Penalty Discard Pile
When an A or 2 is played - that player can offload one or two cards respectively, to a pile of facedown cards, kept separate from the main discard pile. When someone plays a Beast - the player to their right picks up the facedown cards. Your last card can’t be an A or 2, if it is, then draw one card and keep playing.
(Note: I'm not sure Penalty is the right fit for this rule - but it'll do for now.)
(4) Ideas for Hunters & Travelers
Play with either:
(a) Hearts, Diamonds, Knives & Clouds, or
(b) Spades, Clubs, Acorns & Planets
The Travelers cards act as “change of suit” cards. The next player can play either of the suits on the Traveler card.
The Hunters cards act as “a way to offload cards from your hand”. They “hunt out” all the corresponding cards that match either of the suits on the card. This might be too aggressive (e.g. if a player only has one card left, can they win if another player plays a Hunter?).
In terms of additional rules - the sky is really the limit. The extra cards in the Heckadeck naturally lead themselves to creativity and thinking up rules that make the most of their uniqueness. There are 4 ideas below - and I'm sure I'll think of more as time goes on.
(1) Multiple discard piles
Possibilities:
*There are two discard piles, one of which is “active” and players only play on the “active” pile. When someone plays an arrow, the other discard pile becomes “active”.
*There are (up to) 4 discard piles, each labelled: red, black, blue & green. An arrow can be played on a single player and that player must play on the discard pile which corresponds to the colour of their arrow. This limitation can be temporary (i.e. applies to only the next 2 discards) or permanent or permanent until changed by another subsequent rule.
*One discard pile per player.
To begin with, each player discards onto their own pile.
Variations:
(a) other special cards may be introduced to swap the discard piles between players
(b) an arrow may be played on Player A, the orientation of which points to another player, say Player E. Player A must play (i.e. discard) onto Player E’s discard pile. Player E continues to play (i.e. discard) onto their own discard pile.
(2) Draw cards, lowest value card determines how many
When someone plays a Talisman, they elect another player. That player must draw cards from the Stock into the Hand. The number of cards they draw is determined by the value of the lowest card in their possession. On a players go, the talisman can be played instead of playing a card to match the top card of the discard pile. The next player does not have to match the talisman.
(3) Penalty Discard Pile
When an A or 2 is played - that player can offload one or two cards respectively, to a pile of facedown cards, kept separate from the main discard pile. When someone plays a Beast - the player to their right picks up the facedown cards. Your last card can’t be an A or 2, if it is, then draw one card and keep playing.
(Note: I'm not sure Penalty is the right fit for this rule - but it'll do for now.)
(4) Ideas for Hunters & Travelers
Play with either:
(a) Hearts, Diamonds, Knives & Clouds, or
(b) Spades, Clubs, Acorns & Planets
The Travelers cards act as “change of suit” cards. The next player can play either of the suits on the Traveler card.
The Hunters cards act as “a way to offload cards from your hand”. They “hunt out” all the corresponding cards that match either of the suits on the card. This might be too aggressive (e.g. if a player only has one card left, can they win if another player plays a Hunter?).