About mine movement: can I move from a mine where I am to any other mine in the map? or only to the closest one?
About mine movement: can I move from a mine where I am to any other mine in the map? or only to the closest one?
I was playing Wounded Waters Bleeding for the first time yesterday, and noticed an odd wording discrepancy in the Serene Waters Healing Card (included below). I couldn’t find anything directly addressing it in the FAQ. If I push Dahan into multiple different lands with one Power (assuming they’re all my lands), do I get to downgrade multiple Invaders or just one? (The "one of your lands" phrasing in the Dahan pushing sentence that isn’t in the Invaders pushing sentence is tripping me up.)
Specific example: assume for this example all lands have at least one of my presence. With one Power (i.e. Swirl and Spill), I push 2 Dahan and 2 Towns from one of my lands, each into different lands. Do I get:
Thoughts?
QUESTION
In dou dizhu, is K-K-K-K-A-A-A-A-4-7
assumed to be a standard hand type?
BACKGROUND
I understand the ‘飞机带小翼’ (i.e. “airplane with small wings”, or consecutive triplets with added cards, for example: K-K-K-A-A-A-4-7
) hand type to be a valid hand by way of the Pagat rules and by Wikipedia.
Wikipedia also refers to a hand type called ‘航天飞机带小翼’, or “space shuttle with small wings”, which consists of consecutive quads with added cards (e.g. K-K-K-K-A-A-A-A-4-7
). I’m not sure where to find an official, standardized set of rules for dou dizhu because I don’t speak Chinese, so I’m trying to figure out if the quads thing is a regional variant.
Say I have a creature with Adventure in my graveyard, for example Murderous Rider, and something allowing me to cast creatures from my graveyard (for example Liliana, Untouched by Death ).
Am I allowed to cast the adventure part of the card from my graveyard?
What if I’m allowed to cast instant and sorceries instead of creatures?
As a child, I was playing Monopoly in a local tournament against “Chuck” (the hero of some of my other game questions). Early on, he got a Monopoly of his namesake maroons: St. Charles Place, State Street, and Virginia Ave. After he acquired “stops” on all the other Monopolies, the game should have ended there except for one thing.
Toward the end of the game, a bystander, a girl named Martha, urged Chuck to give me a “fighting chance.” He agreed to give me his defense to the Purple monopoly (Baltic and Mediterranean), in exchange for my defense to the orange Monopoly (St. James, Tennessee, New York). The other matters of note were that Chuck had hotels on the maroons, I had three railroads and one utility, and we each had about $1000 of cash.
Through what quantitative analysis (Monte Carlo simulation, perhaps), can I determine how much of a “fighting chance” I had at this point? I would guess that I would win less than one game in a hundred, perhaps less than one in a thousand, but in a million trials, I should have one or more wins.
I wonder if there are simulators that estimate the win probability in Monopoly, based on a given game-state. A game-state include the entire situation: properties, monopolies, houses, hotels, cash and the location of each player.
Example: I won a game after giving an opponent the green monopoly in exchange for the maroons. I won the game because I had $1200 cash (and quickly built three houses on each) while my opponent had only $200 cash. (Consider the remaining properties to be "evenly" distributed, including two railroads and one utility for each person.) I would guess that the outcome might very well have been different if my opponent had the $1200, and I the $200.
Probabilities in Monopoly isn’t a simulator, but it is a calculator that calculates the theoretical value of properties given various states of building development. The main thing that is missing is the role of players’ cash positions in win chances, because more cash means that you can develop faster than your opponents.
Is there a simulator that can estimate win chances given the game state?
Can The Prismatic Piper be considered a colorless deck when you chose a color for it before hand?
I was really into pokemon cards when I was little, not so much playing the game (Mostly because I didn’t know how) but collecting them. But that was years ago. I’ve recently decided to whip them out again and am trying to create a 60 card playing deck. I have more than enough, but I can’t figure out how to properly make it. I actually have already created one, however, I got it completely wrong. As in, 15 Pokemon, 10 Trainer, and 35 Energy cards type wrong. I understand this isn’t how a deck should be made, however, there doesn’t seem to be anything on how to balance the card types out correctly.
What should the ‘ratio’ be? (For lack of better words).
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.
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:
The cards are valued as follows:
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.