Friday, March 23, 2012

It's another card game Story

So this week while I was waiting for my computer to perform a super long check up, I was extremely bored.
I already ate multiple times so I needed to play something or else I would be inducing myself to sleep.

Well all I have is a deck of poker cards, so I had to make some kinda rule for it to make it seem entertaining. (yes I was playing by myself.) I would be out and about shopping if the computer could scan without asking for my prompt). I am an engineering, so creating new games should be easy for me.

Let's see how this goes.
You have 14 health points, one for each card in the deck and every single card is special. Well I'm still making it up as I go along to make the game not seem one sided once you start losing.

In the deck there is the whole deck of 55 cards or 52+ however many jokers you can get.
Average play time should be about 10-15 minutes per game.

The rule of the game is you and your opponent place cards on an imaginary battlefield and whichever is stronger stay on the field and the weaker will be tossed away. You both play with the same deck to try for fairness. (I would imagine this being more fun if you can have 4 players, but then you might need 2 decks.

You can only hit your opponent with a single/combo of units (for a point) when they do not have anything on the field anymore. Cards can stack with each other thus the combo cards. When you or your opponent run out of points so on and so on happens, you know the usual. Oh yes, for every point you lose, you draw a card out of the pool of cards.

The first turn is called the roulette or le roulette if my french is correct ;]
This turn you and your opponent start by placing a single card face down. Once you have selected your cards, you can both turn them up. During this phase it might be advisable to pick a stronger card to gain control of the field so your opponent has to play catch up. If you both have cards 10 or higher ( J,Q,K) then nothing happens, they stay on the field until you have something else that can destroy them.

After the 1st turn you can start attacking each other.

If you place two cards, you are basically provoking a fight. You can only place cards that are pairs, next higher like (9,10) (7,8) and so on, so that you do not throw in random cards. The opponent however does not have to follow suite and can stay with a single card if he does not want to fight yet.

-Single cards can only attack single cards, double can attack double, triple can attack anything under it, quadruple can attack two times, and quintuple can attack anything only once.
Quintiples although easier to pull then triple gain their attack only by the cumulative amount of all the cards combined. You can do a flush or snake for quintuple your choice.
Final note, it would be pointless to use a 10 to attack another 10 as it is a stalemate.

Upgrade, if you have a a queen, as the top card in your composition, you can upgrade it by placing a queen or king but not jack to promote it to level 3.

You can have a maximum of 5 unit compositions on the field at the same time. You can place cards face down to keep people in suspense.




Let's start with the single cards
-Ace cards are called the god killers, they can take out Jack, Queen, Kings but get taken out by anything lower than that.
-2 is the equivalent of the god killer except it gets destroyed after the turn. Like it's number states, 2 can attack doubles and kill them off or get attacked and take both cards to the graveyard. It might be a good idea to use them wisely for those game changing moments for example, 2s would be wasted if they are attacked by 3-8s.
-3 4 5 & 6 are the mannequins. They cannot be killed of by cards higher than them and cannot be attacked by cards that are doubles. Pretty good deal right?
-7 8 & 9 are like rooks in your game. They're you average set of cards

-10, J Q, & K as explained above are usually the bests in your arsenal which can lead you off to a good start.

-joker is a game changer as it lets you take acquisition of your opponents unit, you can take combos as well
the more jokers in the game the better.

Now for the combo cards (I have little patience)

If you have 2 of the same card you can play them both at the same turn as different units (splitting)

-remember doubles can only be made for pairs or numbers that are adjacent to each other, same goes for the cards higher than 10. Ace will only go with kings.

-ace and 2 make a blood lily, this can only attack triples or higher for a one hit KO. yet they are easily out done by a pair of 10 or higher.

-ace and king make a saint and has 21 attack points

-cards higher than pairs cannot be destroyed by a single 2 as that would make it OP. Instead you need 2 2s. Double 2s will be called the snake

- 3,4,5 combo. You have created a garden trolls! by themselves they are weak but together they can attack singles and doubles without being attacked, a 5 5 5 can attack anything 15 or lower.

-6 7 8 & 9 cannot merged with anything except pairs and combos of 5s. They are your basic attacker and are pretty plenty powerful already.

Flushes can attack anything that does not have the same symbol as it for a multiple timing attack a 2 added to a flush does not make it more powerful than it already is.

yup that should be it, too many rules then the game would not be much fun.

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