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Jim's Stuff: #1

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JimMerritt opened this issue May 16, 2016 · 0 comments
Open

Jim's Stuff: #1

JimMerritt opened this issue May 16, 2016 · 0 comments

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@JimMerritt
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JimMerritt commented May 16, 2016

I'm just going to copy and paste all the stuff exactly as I had before reading yours. Read up through here and let me know your thoughts and where you think there might be crossover.

Some Terminology:

Castle:
Your Ace is your castle. At the beginning of the game, you choose Red or Black. You then choose a suit from your chosen color. You take the Ace of that suit, put it in front of you, and that becomes your Castle. You can have two active castles, if you are lucky enough to get another drawn, though these castles must be of the same color. You cannot have one red castle and one black castle. Or, for that matter, you can’t have one black castle and one red castle.

Wait...

Ten Card:
Each castle has to have a 10 card attached to it. The 10 card is simply the, um, card from the deck that matches the suit of your castle and has the number ten on it. This is how you track damage to your castle. Each player’s castle starts with 10 hit points. When a hit point is removed, it is called ‘damaging the 10 card’. Hopefully your deck of cards has the little suit symbols on it that match the number of the card so you can just cover up the little suit markers for each damage done. If not, maybe write it down? Or little rocks? Your call, but you get it.

Face Cards deck:
The sorted deck of cards from which you can draw that contains all face cards from all four suits, all the two cards from all four suits, and whichever ten cards are not being used by either player.

Numbers Cards deck:
The sorted deck of cards from which you can draw that contains all number cards except the twos and the tens, and whichever ace cards are not being used as castles by either player.

Royal Family:
This is the King, Queen and Jack of the same suit as your castle.

Sorting the Deck:

Each player chooses a color, takes an Ace of that color and the 10 of the same suit as their chosen Ace. The remaining 10’s are shuffled into the Deck of Face cards, the remaining Aces into the Deck of Number cards.

Play consists of two decks.

Deck 1: All the Face Cards, all the 2’s, left over 10’s, no Aces.
Deck 2: All number cards except 2’s and 10’s, left over Aces.

There will also be a discard pile for each deck. The discard piles should be kept separate at all times since the cards may be recycled.

Gameplay:

Play consists of two players.

Each player sets their Ace down with the 10 in front of it. The ace represents your castle, the 10 card represents your hit points.

The two decks are set in the middle. A player’s turn consists of drawing a single card. The player may draw from either deck, but not both (since they only draw one card…). When a card is drawn, the player will take an action based on that card. Once that action is complete, their turn is done and the next player will draw a card. Play will continue in this order until one player no longer has any active castles.

Numbers Deck, if you draw a(n):

Number card of the same suit as a castle your opponent currently owns:

If a player draws a number of the same suit as their opponent’s castle(s), they may attack that castle with that number card. If their opponent has a fortification in play, that fortification is reduced by the number drawn. Following the attack, discard the attacking number card and remove any fortifications that have been destroyed from the game.

If your opponent has two castles in play and you draw a suit that matches one of those castles, you can only use the card that was drawn to attack the castle of the same suit.

Example: You are playing Hearts, your opponent Spades. Your opponent has a Seven of Spades in play as their fortification. You draw a Five of Spades. Your Five of Spades will allow you to reduce the value of the Seven of Spades to Two. On your next turn, if you draw a Three of Spades, you can destroy your opponent’s Seven of Spades fortification, thus removing the Seven of Spades from the game completely, never to return.

Note: Any damage greater than the required amount to destroy the fortification is lost. It is not carried over and you cannot roll your attack into the 10 card.

Number card of the same suit as a castle you currently own:

If a player draws a number card of a suit that matches a castle they currently own, they may set that number card as their fortification for the castle of the same suit, or choose to use that number card to attack their opponent.

Fortification:

A player can only have one fortification active per castle in play, so if a number card is already set as a fortification, it can be replaced by the drawn number card. If a player has a damaged fortification, it can also be replaced by the number card drawn. If this is the case, the fortification being replaced is discarded instead of being removed completely from the game as is the case if it is destroyed by the player’s opponent.

Example: You are playing Hearts, your opponent Spades. You currently have both the Hearts castle and the Diamonds castles in play (see later rules for explanation). Your Hearts castle currently has a Five of Hearts as the fortification. Your opponent drew the Three of Hearts last turn, applying three damage to your fortification. This turn, you draw the Four of Hearts. You can use the Four of Hearts to replace your damaged Five of Hearts. Or not. It’s your call. I mean, I would, but that doesn’t mean you have to...

But you should. Really.

Attacking with your suit:

If a player draws a number card of a suit that matches a castle they currently own, they may choose to attack with that number card. This attack is the same as any other, either reducing the fortification of the player’s opponent by the value of the card, or attacking the 10 card if no fortification is in place. The difference in a player attacking with their own suit comes when their opponent has two castles in play: A player may use their own suit number cards to attack either castle their opponent currently has in play.

Example: You are playing Hearts, your opponent Spades. Your opponent currently has both the Spades and Clubs castles active (what a lucky jerk!) and the Clubs castle has a fortification of Seven; the Spades castle has no fortification. You currently have the Jack and Queen of Hearts in your castle. You draw a Three of Hearts. Since this will not be enough to destroy the fortification around the Clubs castle, you decide to use your Three of Hearts to attack the Spades castle. This results in the Spades castle taking two damage to the Ten card, one for the Jack and one for the Queen.

An Ace of the same color:

If a player draws an ace of the same color they are currently playing, they may ‘prep the castle’. This means they can take the ace and place it face down next to their current castle. This ‘prepped’ castle is not in play and is not attackable until that player draws the 10 of the same suit from the Face Card deck. If the player does draw the 10 of the same suit, the castle becomes active. If a player has two active castles, both castles can attack, set fortifications, or house the Royal Family of the same suit.

If a player has two castles active, their opponent must destroy both castles to win.

An Ace of the opponent’s color:

If a player draws an ace of their opponent’s color, they can destroy it. That’s right, they can take it out of the game. It cannot be shuffled back in, snuck back into play, or saved for collateral when you’re down to 1 HP facing a full Royal Family. Nope, that sucker’s gone.

When this happens, the Ace is removed from the game entirely. You can burn the card, rip it up, put it in the dog’s water bowl, whatever you want, as long as it does not come back into play. I, personally, would just set it aside and gloat, but that’s just me.

Side Note: I don’t recommend destroying any of your cards. And, unless your deck of cards is waterproof and your dog is sleeping, I don’t recommend putting a card in your dog’s water bowl. I was just exaggerating. Rules are boring so we have to have make our own fun.

Face Card Deck, if you draw a(n):

Face card of the same suit as a castle you currently own:

If a player draws a face card of the same suit as a castle they currently have in play, they can populate their castle with that face card. A castle can potentially house three face cards: the Jack, Queen or King.

Face cards are used to attack the opponent’s 10 Card. If a player has no face cards in their castle, they can do no damage to their opponent’s castle.

Face card of the same suit as a castle your opponent currently owns:

If a player draws a face card of a suit that matches a castle their opponent currently owns, they can do whatever they want to with that card, aside from removing it from the game.

The typical options are:

  • Discard the card. Just slowly place the card in the discard pile while you stare coldly at your opponent, smirking the greatest smirk you’ve ever smirked.
    Man, what a jerk.
  • Give it to your opponent. I’m not sure why you would do this, but you can do this.
  • Hold the card ransom until you need a favor. If you have their Queen and they are about to attack you, destroying your last fortification, you might be able to trade their Queen away for some mercy, avoiding the attack. You might not. But, also, you might.

Essentially, face cards can be like currency if you are lucky enough to draw one of the same suit as your opponent’s castle. You can trade them away for whatever deal you can whip up with your opponent. This is where you can be a real jerk, or really nice. You can trade it for a week’s worth of doing your laundry. You can trade it for a spicy sausage calzone. You can trade it to avoid being attacked. You can trade it for their super cool pair of argyle socks. You can trade it for that last tootsie roll that’s been sitting there since no one wants to be that person that takes the last tootsie roll.

You get the idea.

Face card of the same suit as a castle not currently in play:

Just discard it. Don’t need more complication.

A Two of any suit you don’t control:

If a player draws a Two of any suit they don’t control, they must remove a Face Card from a castle they currently have active. That’s right, twos are assassins and twos don’t discriminate. If a player draws a two, it’s killing something. That means that if the player does not have a face card currently active in a castle they own, they must reduce a 10 card they have in play by 1.

A Two of a suit you do control:

If a player draws a Two of a suit they currently control, they may assassinate a Face Card inside their opponent’s castle. Sounds pretty good, right?

Here’s the catch: If a player draws a Two of a suit they currently control and their opponent doesn’t have an active Face Card in their castle, the assassin will remove a Face Card from the castle of the player who drew the card. If there is no Face Card active in that castle, the assassin will damage the corresponding Ten card by one. That’s right… If there is no target for the assassin to assassinate, they will turn on the player that drew the card, even though they are of the same suit! Twos are pretty mean.

Example: You are playing Hearts, your opponent Spades. You draw the Two of Hearts from the Face Card deck. You get really excited...until you look over and see there is no Face Card in your opponent’s castle. It’s at this time that you look back down at your own cards. You currently don’t have any Face Cards in your own castle… This means the assassin will cause one damage to your Hearts castle.
Note: This single point of damage can destroy a castle.

A Ten:

There will only be two Tens in the Face Cad deck. If a ten is drawn of the same color as your current castle and you had previously drawn the Ace from the Numbers deck, congratulations! You now have two castles for your opponent to destroy. This allows you to attack from the new suit as well as place fortifications from the new suit! This also means you can fill up your fresh new castle with a new Royal Family!

If you draw a ten that is the same color you currently own and do not currently have the Ace of the same suit, discard the ten and end your turn.

If you draw a ten of the same color as your opponent, discard the ten and end your turn.

Example: You are playing Hearts, your opponent Spades. On your previous turn, you had drawn the Ace of Diamonds from the Numbers Card deck and decided to ‘prep the castle’. You now decide to draw from the Face Cards deck and draw the Ten of Diamonds. Since you have the Ace of Diamonds prepped, and you have now drawn the Ten, you now control both red castles. This means that on your next turn if you draw from the Numbers Card deck and draw a Seven of Diamonds, you can choose to fortify your castle or use that card to attack.

How You Win: (Or lose. It happens.)

A player is victorious if their opponent does not have a castle currently in play. A castle is destroyed when the corresponding 10 card is reduced to 0 hit points.

Damaging the 10 Card:

If a player draws a card allowing them to attack their opponent while their opponent has no fortifications in place, the attack may damage the opponent’s 10 card. In order to damage an opponent’s 10 card, a player must have at least one face card in their castle. If this is the case and their opponent does not have fortifications in place, the player will do damage equal to the number of face cards currently in their castle. This means the most damage that can be done to a 10 card during a single turn is three, one damage for the Jack, the Queen and the King.

Example: You are playing Hearts, your opponent Spades. They have no face cards and their 10 Card is full with no other fortifications. You currently have the King and Queen of Hearts in your castle. You draw a Five of Hearts from the Number Deck. Since there are no fortifications on your opponent’s side, you reduce their 10 card by two, one point for your King, one point for your Queen. This brings their 10 card down to eight hit points. Four more turns like that and you win! Congrats! You rocked it!

Discard and what to do with the decks:

A player can draw from either deck during their turn. If there are no cards left in one of the decks, a player cannot draw from that deck. If there are no cards left in either deck, one of the players must shuffle the discard piles for both decks and put back into play.

Do not, do not, do not:

  • Mix the two decks
  • Put any cards back in play that have been removed from the game

That’s about it.

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