Post by DanR on Jan 23, 2018 21:34:58 GMT
I bought a Heckadeck because I play Rummy most days at work during lunch. 52 cards are simply not enough to play with 5 or 6 people. So, I got Heckadeck for those sweet sweet extra suits.
Our house rules are:
All cards are worth their printed value, with Beasts = 12, Jacks = 13, Queens = 14, Kings = 15, Aces = 20 or 1 depending on how it's played, Hunter/Traveler = 25. Aces are always worth -20 and 0s are worth -5 if you have it in your hand when the game ends.
Runs and Sets must be at least 4 cards. You can match the hunter with the corresponding traveler as a "run of two" or you can have a set of hunters/traveler with only 3 cards (any three hunters or any three travelers)
The Watcher is shuffled back into the deck after cards have been dealt. The game ends when somebody picks that card from the draw pile. (Though I think I might change this one to be that the Watcher is dealt out, and if you get it into your hand, you can hold onto it for as long as your like, and essentially end the game whenever you want by discarding it, but if the game ends and you are still holding it, it's now worth -50. The game still ends if somebody picks it from the draw pile.)
Players are dealt 11 cards.
The gameplay is still a little slow though. I think it's mostly because we are all getting use to the card design and the extra suits. We are all having a hard time distinguishing between planets and acorns. I think we'll get better with time.
If anybody has any additional rules that might work to make the game play a bit faster, I'd love to hear them. I was thinking of drawing and discarding 2 cards at a time. Having two discard piles. Using the arrows to skip somebody's turn.
Our house rules are:
All cards are worth their printed value, with Beasts = 12, Jacks = 13, Queens = 14, Kings = 15, Aces = 20 or 1 depending on how it's played, Hunter/Traveler = 25. Aces are always worth -20 and 0s are worth -5 if you have it in your hand when the game ends.
Runs and Sets must be at least 4 cards. You can match the hunter with the corresponding traveler as a "run of two" or you can have a set of hunters/traveler with only 3 cards (any three hunters or any three travelers)
The Watcher is shuffled back into the deck after cards have been dealt. The game ends when somebody picks that card from the draw pile. (Though I think I might change this one to be that the Watcher is dealt out, and if you get it into your hand, you can hold onto it for as long as your like, and essentially end the game whenever you want by discarding it, but if the game ends and you are still holding it, it's now worth -50. The game still ends if somebody picks it from the draw pile.)
Players are dealt 11 cards.
The gameplay is still a little slow though. I think it's mostly because we are all getting use to the card design and the extra suits. We are all having a hard time distinguishing between planets and acorns. I think we'll get better with time.
If anybody has any additional rules that might work to make the game play a bit faster, I'd love to hear them. I was thinking of drawing and discarding 2 cards at a time. Having two discard piles. Using the arrows to skip somebody's turn.