More War Jun 21, 2018 1:38:38 GMT
Post by npmarley on Jun 21, 2018 1:38:38 GMT
The rules for More War are, to begin with, just like those for regular war.
The deck is shuffled and dealt out to two players (or more if you want to give that a shot). Each player flips over the top of their deck and the one with the highest value card collects all flipped cards into their discard pile. In the case of a tie, all tied players continue flipping over cards until there is not a tie. When a player's deck runs out, they shuffle their discard pile into a new deck. Play continues until one player has all cards.
Sounds simple, right?
Well, not so much with the Heckadeck. Because there's a whole slew of new cards to muck things up.
First thing to do is determine the ranks of various cards, so here's the list from lowest to highest:
0 < A < 2 < 3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < 11 < B < T < J < H < Q < K < A
Travelers slip in between Beasts and Jacks while the Hunters go between Jacks and Queens. However, if you prefer, you can move them down so Travelers are between elevens and Beasts and Hunters between Beasts and Jacks. Up to you.
But wait, I hear you say. Why is the Ace listed twice? Good question. With the introduction of zeroes, the Ace can occupy two spaces in the ranks of cards, the '1' between zeroes and twos, or greater than the King. So when is it which rank? Well, when it's just number cards, the Ace has a value of '1'. But when any face card is played, then the Ace outranks them all.
That's all well and good, right? But what about things like the Jokers, Arrows, Talismans, and all those other good cards in the Heckadeck?
Well, in a basic game of More War, you'd leave those out. But I'm betting you all want more chaos in your More War game, right? So here's the rules for the unranked cards:
Jokers < Arrows < Talismans < Jokers (forms a nice loop and they still tie with each other)
But what about the rest of the deck you say? Well, now is where color comes in. Because the unranked cards still have one of the four colors. Whether they win or lose against a ranked card all depends on the color of the ranked card.
Black beats Blue, loses to Green, and ties with Red or Black
Green beats Black, loses to Red, and ties with Blue or Green
Red beats Green, loses to Blue, and ties with Black or Red
Blue beats Red, loses to Black, and ties with Green or Blue
But what if the other card is a two-suited Traveler or Hunter? Then you count whichever color doesn't result in a tie.
But wait! There's more! What about the unique cards? The Omnihedron, the Crone, the Darkness, and the Watcher?
Well, let's start with the no-suited Darkness and Crone. Ranked cards with no suit. They will always lose to anything with three exceptions. They will tie with each other, and for the other two, keep reading.
Next up, the all-suited Watcher. The Watcher is the ultimate trump and always wins, unless he is confronted with the Darkness or the Crone. Or maybe one other thing.
Finally, the Omnihedron. It's weird and random, so its contribution to More War should also be weird and random. The Omnihedron can win against anything or lose against anything. It all depends on a coin flip. Heads, it wins, even against the Watcher. Tails it loses, even to the Darkness or the Crone. (Or you can reverse that if you prefer. It's not like I'll ever know.)
What? You still want more? Well, okay.
The Wheel: It says 'whatever you want' right there on the card, so that's what it can be for you. Any card in the Heckadeck. Or even any card not in the Heckadeck (granted anything not covered by the above rules is likely an automatic loss, but it's your choice).
Hi: Hey, this card has all suits just like the Watcher! Treat it like the Watcher for most gameplay. They even tie with each other.
#destroythiscard: Er, why do you still have this (intact)? Well, for whatever reason it's still in your heckadeck when it is played remove it and all opposing cards from the current game of More War and continue play as normal.