دسته: تغییرات و بهینه‌سازی‌ها

  • Monopoly like game with parents and children (with parents that make children), live and die, and take turns at being the parents and the children


    I am looking for a board game along the lines of Monopoly, but, where people in the game can make children and take turns being the parents and the children.

    In the middle of the board is a "year clock", that ticks forward one year with each go.

    In each go, people take cards like in Monopoly to see what happens as they move around the circuit.

    There, could be, many variations of this game.

    Where can I find such a game?

    Thanks.

    EDIT: I could have made this a really nice game, but, didn’t, have time, to write down all the ideas.

    People could also collect ideas, teachings, changes, lessons learned, desires, and other things, as gadgets (in the game), which may affect how people move through the game.

    There could also be an AI-powered board fate controlled, smartphone, placed in the middle of the board, so that players could play a large infinitude of games with the same board and pieces (the center AI could be powered through an app (and there could also be custom apps for given boards, and users not having a board and pieces could copy them at home with material based on standard board compendium descriptions provided on websites).

    Thanks.



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  • Searching for a Shedding Card Game of Turkish Origin


    I’m looking for any information about a card game that was taught to me by a friend, who claims this game is of Turkish origin.

    The game plays fairly similar to shedding card games like Mau-Mau, Uno, or Crazy Eights. It is played with one deck of standard French cards per two persons, including 2 jokers per deck (so 3 and 4 persons play with 2 decks + 4 jokers). The player who sheds their last card wins the round. At the end of the round each player counts the value of their remaining cards and adds it to their tally. If the last card played was a joker every opponent gets another 100 points each added to their score. At the end of the game the player with the least points wins.

    Before the start of the game one player shuffles the cars. The player to the left of them then cuts the deck anywhere and openly draws all of the "significant" cards or clubs, until they have either 7 cards or there is a regular card. The dealer then combines the lower pile on top, the upper pile (the one that just got drawn from) on the bottom, so that every player knows the last card. From this pile the dealer deals each player cards up to 7 cards. The remaining cards are then placed face-down in a drawing stack.

    The player to the left of the dealer begins the game by playing a club or a jack. Every player also has to play a club or jack. Significant cards that force another player to draw a card can be played, but have no effect. When the turn switches from dealer to 1st player (or vice-versa), these restrictions are lifted.

    If a player is unable or unwilling to legally play a card they have to draw one card from the drawing stack. If it enables them to play a legal card they may do so in that same turn, but they can not continue to draw more cards. If the drawing stock is depleted it is NOT replenished, instead you have to skip as many turns as you would have drawn cards.

    When you play your second to last card you have to announce Tek, or else you will have to take a penalty card (I think Tek is just Turkish for last card). You can chain significant cards to skip that announcement. For the next game the player that did the initial cut of the deck now becomes the dealer.

    Significant cards are as follows:

    • Ace: Every other player has to draw one card, you are required to continue your turn by playing another legal card.
    • 10: Direction of play changes, you may play another legal card, but you don’t have to.
    • Jack: You can determine the suit to be played by the next player. The next player can also play a jack instead.
    • 7: The next player has to draw 3 cards from the drawing pile. If they themself have a 7 in their hand, they can instead play that 7 and the next player has to draw 6 cards, and so on. The player drawing the cards is allowed to continue their turn as normal. This card can not be combined with the joker.
    • Joker: Same effect as the 7, but instead the player has to draw 10 cards. It can not be combined with the 7. It
      can be played on every suit. After a joker play resumes to whatever card was played before the joker.

    The cards are valued as follows:

    • Numerals: Their number
    • Queen, King, Ace: 10
    • Jack: 25
    • Joker: 100

    This game was taught to me over 10 years ago by an acquaintance of Turkish origin. Since then I have played this game with many friends and family. It is our absolute go-to card game, as it is taught easily, it requires some strategy, but is not too involving as to not have a little chat while playing it. With my closest friends we even have coined a little trophy that the winner of each session gets to keep. Usually when we all get the chance to meet up we tally our scores over multiple days, but we don’t add them up until the very end to keep the rankings a secret.

    The game rewards building up chains and keeping high valued cards until the end. Ending your game while others still have their jokers on their hands, seeing their desperation growing with each card you play is a priceless feeling. 😀 In the opposite direction, jokers can sometimes feel like they are "burning" in your hand.

    This type of game tends to vary the rules a lot, and we had to come up with some ourselves to deal with edge cases. Therefore the rules depicted here may not reflect the exact rules you know – however I am looking for any game from the same region with sort of similar rules. We refer to it as Tek simply because the name stuck, but I’m sure the actual name was different. Any hint is appreciated.



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  • Svick Czech Card Game


    It came up in some discussions today about an old card game called "Svick" that was played about 35 years ago. We can’t really remember how this game was played, or all the rules to it, so I took on the job of trying to find out more about it. Unfortunately, Google cannot find anything (And autocorrects it to "Stick") beside a single reference of the game. We are unsure if the game is a Czech game, or from somewhere else.

    Here it is: https://www.tributearchive.com/obituaries/19962741/Donald-Donnie-Klanecky
    https://www.legacy.com/us/obituaries/theindependent/name/donald-klanecky-obituary?pid=197769817

    If anyone knows of the game, would they be able to provide information, or even a webpage about it?



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  • Can anyone identify this Yukon solitaire variant?


    So since I was a kid my grandma has always been playing the same kind of solitaire. But no one knows the name. After some digging I found out it must be some form of Yukon.

    Deck:
    Standard 52 card deck with no jokers.

    Deal:
    7 rows, first card face up, then 6 cards face down, repeat til the base is filled face up.
    Then deal the rest of the cards on the six rows (face up) and let the first row stand alone with one card. (face up)

    Play:
    Same way as standard yukon, except you can only put the same type on each other in decending order: five of spades on six of spades etc.

    Goal:
    Build 4 foundations with ace at the foundation and building upwards from there in the same suit and type.

    I play this all the time and would love to know the name!



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  • The board game from *The Book*


    In The Book, a fictional “Guide to Rebuilding Civilization”, which freely mixes factual and imaginary concepts and objects, one double page is a devoted to a board game.

    I have only access to the Italian translation; here the game is described on pages 372-3 and is called La griglia (literally, “The grid”). It is a 2-player game on a 5×8 board with ten tokens for each player, five initially on the board and five to be added in later moves. Enemy pieces are captured by creating a row of own pieces, that allows one to “shoot” at an enemy piece as far as the row is long (if I understand correctly). The goal is to be the first to take five enemy tokens.

    Does anyone know more details about this game? Is it an existing game or was it invented for the book? (Of course, it has in any case elements of many historical board games.)



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  • Solitaire with the long middle column


    This game was taught to me years ago, using a regular deck of cards.

    Setup:

    • Columns 1,2,3: lay 1 card face up
    • Column 4: 6 cards down and the 7th up
    • Columns 5,6,7: 1 up.
    • The very next card goes up to the foundation and that is your starting number.

    Play:

    • The foundation pile alternate between red and black going up,
    • the columns alternate between red and black going down
    • Column 4: can ONLY be played in the foundation.
    • Also you can only go through the deck once



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  • American checkers largest possible number of legal move choices from any board position


    I want to know what is the maximum number of legal move choices from any board position, in the game of checkers, assuming official rules.

    I’m creating a program that plays checkers, and for performance reasons, I need to know in advance the largest number of legal moves. I expect it to be quite low, like under 50, but just making a guess is not an option for me.

    I searched for this, but couldn’t find an answer. Maybe I missed something.

    Edit:

    Thinking for a moment, I think (one of) the largest theoretical number(s) of legal moves might be where all 12 pieces are kings, like in the position W:WK5,K6,K7,K8,K13,K14,K15,K16,K21,K22,K23,K24:BK30, which has 42 legal moves. That position is not valid and is not possible to occur. I’m more interested though in the largest possible moves from a valid checkers position. An upper bound might be fine.



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  • Do cards I give to other players keep their +1/+1 counters?


    If I have Laelia, the Blade Reforged with 12 +1/+1 counters on it, and a player gets it through Illicit Auction, does Laelia, the Blade Reforged keep its +1/+1 counters?



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  • What do raiders attack if there are multiple targets in the same category?


    The rules for activating raiders say:

    When activated, each Cylon raider carries out only one of the
    actions listed below, taking only the first action that it is able
    to perform (in numerical priority, with “Attack a Viper” taking
    the highest priority and “Attack Galactica” taking the lowest)

    1. Attack a Viper:
      area. It attacks an unmanned viper if able; otherwise it attacks a piloted viper.
    2. If there are no vipers in its area, the Destroy Civilian Ship:
      raider destroys one civilian ship in its area. The current
      player chooses a civilian ship in the area and flips it over.
      The resources listed on its face are lost, and the token is
      removed from the game.

    These rules leave ambiguous which ship is targeted within these categories. Which ship do raiders attack when there are multiple ships that can be targeted that are different? This can happen in two cases I’m aware of:

    1. There are multiple piloted vipers in the same space area (which matters for who gets sent to sickbay if there is a hit)
    2. There is an unpiloted viper and an unpiloted assault raptor in the same space area (the rules for assault raptors say they are treated as vipers, so these are both unpiloted vipers from a priority standpoint, and this matters in terms of difficulty to hit)



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  • How does the interaction between Thalia, Heretic Cathar and Castle Embereth resolve?


    I am interested in the interaction between Thalia, Heretic Cathar which is already on the battlefield and Castle Embereth, a non-basic land that is being played by an opponent and now enters the battlefield.

    The two cards conflict with each other on what will happen. There is a ruling from 2016 which states that the effect of Thalia "wins", so that Castle Embereth enters the battlefield tapped.

    I would like to know which rules in the Comprehensive Rules explain this result. Both cards create continuous effects that are also replacement effects. If one applies rule 613.9, the timestamp criterion determines that Castle Embereth would "win", which is obviously not the case.

    Does it perhaps have something to do with the fact Castle Embereth says: "This land enters tapped unless you control a mountain." The word "unless" is perhaps less specific in its consequences then if it had said "except if" or "but not if".



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