برچسب: Card

  • Looking for engaging standard deck card games for 2 players [closed]


    I’m looking for 2 player card games that need only a standard deck of 52+3. Something with a bit of strategy and conning would be perfect.

    I enjoy playing Texas Hold’em poker in larger groups but poker scales terribly down to 2 players. I’m looking for something with a similar charm — with complex strategy that involves fooling your opponent.

    Also would like a game that’s easy to bet on. I mostly play socially with acquaintances, so let’s not make the game too convoluted to explain to someone, and let’s allow conversation to flow in a slower paced game.



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  • Return a Copy of a Card to a Hand

    Return a Copy of a Card to a Hand


    When a copy of a card is created, can that copy be returned to it’s owner’s hand?

    I’m specifically looking at the interaction between Arcane Bombardment and Narset’s Reversal.
    Arcane Bombardment mtg Card

    When an instant or sorcery card is exiled by Arcane Bombardment, it says specifically that you "copy each card exiled with Arcane Bombardment". I know spells only exist on the stack, but this isn’t a copy of a spell, but a copy of the card itself.

    Narset's Reversal mtg card

    This says that I copy the spell, and return the card to the owner’s hand. Since Arcane bombardment specifically says that I copy the card, would I be able to return a copied spell card I cast with arcane bombardment to my hand, if I used Narset’s Reversal on my own card.

    I know that there are similar questions, but all of them seem to address copies of spells, which I know only exist on the stack. I haven’t seen any address a copy of a card. I also looked over the rules around copying, but didn’t find much about "copy of a card". I know this is different than duplicating, though I admit I’m not 100% sure of the difference, other than to differentiate certain effects.



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  • What does this card mean in Everdell?

    What does this card mean in Everdell?


    This card confuses me. It’s from the second edition of Everdell.

    enter image description here
    What does it mean? It could be…

    1. Draw two meadow cards. Play one of them for one resource less than it would normally cost.

    2. Draw two meadow cards. Play one of them for one resource (likely less than the original cost of playing that item).

    3. Draw two meadow cards. Play one and gain a free resource. This seems unlikely, but isn’t that what paying -1 resources means?



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  • Creating a yugioh card


    If I want a specfic yugioh card to be created but I don’t know is it possible to ask or suggest or not and if yes then how can I do so,through a website or social media is there someone i can ask him to do so?



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  • Picking up opportunity card on exiting career path


    I recently bought a board game called Careers for a themed party. It looks a lot of fun, I am just reading the rules but cannot work out something.

    On exiting a career path you are allowed to take a number of experience cards up to 3, based on the number of times you have been through the career that bit is quite clear. What it doesn’t explain is that the same square you return to the main board is usually an opportunity square, which would allow you take a card that would move to another career almost immediately. Is that right?



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  • Does a card have a keyword if it has the same effect as said keyword?


    I was looking at Contingency Plan and found the effect surprisingly similar to the keyword Surveil. To compare, first the wording of Contingency Plan and then the wording of the Surveil keyword:

    Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.

    And

    701.41a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.

    They quite clearly are the same, so can I assume the card states “Surveil 5” instead? And if so, does it trigger abilities which state “Whenever you surveil …”?



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  • A Perdition’s Mouth Card Game Review


    You’ll like this if you like: Campaign games with clever card play.

    This is a SPOILER FREE free review copy. See our review policy here.

    Perdition’s Mouth: Abyssal Rift came out in 2016. It is a much-loved miniature-based dungeon crawler. It tells a story over a campaign of ‘diceless’ adventures! Well worth checking out if you enjoy that sort of thing. I have not played it myself, but heard good things. Anyway, Beyond the Rift carries on the story right from the point the previous game ended. The tutorial game for Beyond the Rift seems to be moments after the story had previously ended. If you played Perdition’s Mouth and enjoyed it, this may be something to look out for. But for those of us who have not played that game, this is a standalone game, and you do not need any prior knowledge to enjoy this game or the story it tells. But I do sense it would be better having played both. So, with that said, let’s get this to the table and see how it plays.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    How To Set Up Beyond the Rift

    There are a number of scenarios to play out in this game. Pick the one you want to play, ideally in order! And then set up the game according to the chosen scenario’s instructions as shown in the scenario book. You will not be able to play certain scenarios unless you meet the shown criteria. Generally speaking, having played the scenarios leading up to this one.

    Start by shuffling and placing the Enemy Deck and Terrain Deck as directed by the scenarios specific set up. There will be different Terrain and Enemy cards in each scenario. Then, shuffle and place the Wound Deck, followed by the Fatigue Deck. Position the Threat Sheet and set the Threat level by placing a wooden cube on the appropriate space of the Threat track. Shuffle and place the Response Deck.

    Each player now selects a hero and takes the corresponding Hero Board and Hero Deck, there is a bespoke deck of cards for each hero, along with a matching wooden cube. Now, shuffle your Hero Deck and draw your starting cards equal to your current hand count as dictated by the player count. All Hero Boards start on their standard sides—alternate sides can be unlocked during campaigns, indicated by a red glow on the hero’s name or globe. Players then set their Action Points to the starting value as shown on their Hero Board by placing the wooden cube accordingly.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Finally, ensure there is enough space for each player’s Hero Area, the Quest Area, and individual discard piles for each deck. Once everything is in place, you’re ready to begin!


    How To Play Beyond the Rift

    The game runs through five distinct phases until the specific criteria in the chosen scenario are met. In the opening scenario, you are trying to defend against the attacking enemies while moving through the various terrain, specifically doors, until there are no more doors left to move through. This simulates you running out of danger, through various rooms, and into freedom. It’s a very cool system. If you are ever to draw another terrain card and there are none left, and your threat level has not risen beyond a specific point, the heroes win! Essentially, you got through all the rooms. Clever huh! Other scenarios use a similar techniques to simulate time passing, moving from room to room, or various stages of battle.

    The first phase is the Hero Phase. This is where you will do all the cool things with your cards that you want to do each round. Each Hero has their own number of Action points, represented in the game by a star surrounded by six small dots. You can spend these Action points now to play cards, largely to attack enemies, but also to destroy terrain and more. Each Hero will have their own Special Action as shown on their Hero board, which they can carry out one time per round. You can also pay Action points to discard cards to draw more if you don’t have the right hand. There are also plenty of cards that let you gain additional Action points, so you will find your turns can become quite exciting and complex quite quickly!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    When you play an Attack card, you need to consider the position of the enemy you are attacking. If they are in the central area, they are two spaces from you. You can pay action points to draw an opponent into your action area, or use a ranged attack to target them where they are. You will then need to play an Attack card with a primary attack cost. Action points are shown on the top left of the card in order to use the card. Other cards will have secondary costs, and they can be used to supplement this attack and make it stronger. There are also secondary cards you can use to gain additional cards and action points as part of the attack, and some cards that can be reused if you are successful with the attack. Take note to read each card’s text carefully.

    You will then target a specific enemy, unless you have a card allowing you to attack multiple foes, and then draw a response card for each enemy you are attacking. This will amend their own defence, seen on the enemy cards next to the shield. Total their complete defence against your attack value, and if you have a higher score, your attack succeeds. Draw a wound card for each enemy you successfully attack this way. This is slipped underneath the enemy’s card, with the bottom part visible, thus altering the enemy’s stats. If their health drops to zero or below at this point, the enemy card is removed from the game. If not, they remain in play, now with reduced stats, ready for a second attack.

    Players can take as many turns as they like, using cards in this way, until they either decide to stop or run out of action points. You can take turns, have one hero run fully until the next begins. Whatever works for your group. Heroes can also aid other heroes’ actions by playing primary cards within range of the attack in the usual way. You can also play this game solo very easily, either with one or two heroes, or however you wish. It is all very flexible, and each scenario has a great setup guide for the number of heroes in the game and the difficulty level you want to play.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    The second phase is when the Enemy has their chance to attack you. If none are left, they do nothing, but if any remain, then look at the scenario you are playing and draw a response card to see what the enemies will do. There will be a table for each scenario that will detail the action of any remaining enemy, based on what response card you draw. They may engage with you, disengage if already engaged, or more commonly, attack. Actions will happen in later scenarios. When they do, draw a response card for each enemy that attacks you, and compare their attack value on their card and the response card against any shield cards you may have left to play. If they are successful, draw one of the same Wound cards that you use when you attack them, but this time add it to your hand. And you won’t just add one for each successful attack. You add a card that represents the difference between the enemy’s attack and your defence. These cards stay in your hand and clog up your opportunities. You can play them, moving them into your discard pile, but they won’t do good things! If ever you draw a hand of nothing but Wound or Fatigue cards, more on that soon, your Hero, and therefore, entire missions, fails.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Phase 3 is the Quest Phase. Here, you will follow the scenario book again, and based on the current Threat level, you will do a specific thing, generally bringing more enemies and terrain into the mix! More will happen in later scenarios, but no spoilers here!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Next is the Draw Phase. Here you will check the number of unused cards you had from the previous round and then reset your Hero’s action points. This will be their starting points, plus one extra for each unused card. However, one hero gains two per card. Then draw your hand limit again, even if you have leftover cards. Now discard down to your hand limit from the leftover cards and recently drawn ones, forming a new hand for the next round. If you don’t have enough cards to draw your full hand, shuffle your discard pile and go again, but this time adding in two Fatigue cards into your deck. These will clog up your deck in a similar way to the Wound tokens. Then finally, it is the End Phase where typically the Threat level will increase.

    Players will cycle through these phases until the scenario comes to an end, either through a hero dying, or the scenario criteria being met. You will then read through the end of the scenario text, gain any end of scenario benefits, then move on to the next scenario. Heroes’ decks continue from scenario to scenario, so wounds, fatigue, and any items you pick up may well stay with you, but there are ways to get rid of the bad stuff and gain more good stuff!

    The scenarios offer narrative choices at the end. You can either move on to scenario 2a to do one thing, or 2b to do another. This will change your path permanently in the game, but you can of course go back and replay a mission and make other choices if you want to reset things, which is easily done. You can change heroes in between missions or keep the same one. Changing player count is also very simple.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Is It Fun? Beyond the Rift: A Perdition’s Mouth Card Game Review

    This is a fantastic game. The card play is amazing. Quite simply, genius. I adore how the scenarios play out and how, when you think you are out of cards or action points, something happens where you find a way to do one more action. Cards spiral into others, and actions fall into a beautiful combination of multiple hits, attacks, and enemies defeated. It’s so clever, so fast, so simple, and so satisfying.

    The storytelling in the scenarios is great as well. The text is interesting, well laid out, and short. You will find the story adds to the game and does not take an age to get through. It is a little odd when it talks about a hero you are not playing with, but that obviously cannot be helped.

    Each of the characters has their own unique deck, as well as their own special power and unique ability to advance in the game (by flipping their character board over to reveal new powers). They also all have their own cards. It makes the game feel incredibly rich and makes each character, obviously, feel very much like their own different entity.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    As you play, you can work together, sparring off each other’s moves, or focus on different enemies and plans. You can assist other players’ attacks, or in solo, just do your own thing. Both work, and both experiences are smooth, enjoyable, and absorbing. I have found some missions to be quite simple, but it is so easy to adjust the difficulty setting as you improve and always set the game to be at the right level of challenge you are after. Others are much harder.

    If you lose, which I did a fair few times at the beginning (at the end of the first mission), I found the experience to be challenging. It made me want to play again. I felt no frustration or like it was a waste of time, as I often do in other campaign games where you have to replay missions. Rather, here, I was left energized to try again and think of ways to get better. The final battle at the end of the first scenario took three attempts, for example, so early on in the game, I was challenged to either get better or give up. I had a 100% sense of purpose to just get better. The game really grips you.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    But it is those endless turns that make this game feel so special to me. When you think you are coming to the end of your turn, either your cards are running out, or your action point total is dwindling, you can often find ways to just keep going. Ideally, you will not leave enemies alive, or things not done. You can do as much as you want on your turn, so long as you have the action points or cards to do so, and the enemies and game don’t have a chance to react until you end this phase. So, do all you can. And often, one card that gives you action points, or one attack that gains you more cards can do just that. You can keep going for one more attack, or two, or more! It’s amazing what you can do once you get the hang of your character’s cards and how they combo with each other. It is genuinely so satisfying!

    I still have a bit of the campaign to do, and some characters I have not used as much yet. But I plan to eke out as much gameplay from this box as possible. And when I am done, I will go again. This is not a once and done. Sure, the story can only be told once, but the spiraling branch of the scenarios means you can go back and do them again, and take different paths, play with different characters, and have a completely different experience. But even if I play the same mission over and over with the same character, I will still have fun. This is just such a well-built and well-constructed game with brilliantly tight mechanics, tension, card play, and game length.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    I am amazed this game is not well known. I can only surmise it is the art style. The cards are quite bland, mostly with just text. And the things with art, it’s all a little brown, beige, and generic. The enemies are straight out of “who are the baddies in this fantasy film again?” and there is not a lot of original thought in the lore. But take that aside, the game itself is fantastic, and I love it.



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  • Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review


    Player Count: 1-2 (4* with second copy)

    You’ll like this if you like: Something small deliver somehting that feels bigger

    This is a free review copy. See our review policy here.

    Kinfire Delve uses characters from the Kinfire world, as seen in Kinfire Chronicles and Kinfire Council. There are three games in the Delve system; here we are looking at two of those: Callous’ Lab & Scorn’s Stockade. They all work the same, offering two heroes known as Seekers to play with, and one bad guy to fight, known as Masters. They are all standalone 1-2 player games but can be combined simply to offer more variety or to boost the game up to a four-player experience. So, with that said, let’s get these to the table and see how they play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Set Up Kinfire Delve

    First, separate all the different cards, as shown by their different card backs. There will be three cards for the Master; shuffle them up and pick one at random, placing your chosen one face down in the centre of the play area. Now, take the Well deck, which will be the biggest one. Give this a good shuffle and remove the top three cards. You can remove more for a shorter game if you wish. Then place four cards face up surrounding the Master card, above, below, and on either side of it. Place the rest of the Well cards in a face-down deck next to this. Now find the Master’s four final Gauntlet cards and set them aside on the table to use later. Next, set aside the progress tokens, and place them in two separate piles to the side along with the dice. One of the dice, the black one, represents your health. Set it to 10 for a normal game, 8 for a hard one. This is a group collective health so doesn’t change with player count. If you took more than three cards out from the Well deck for a shorter game, you must now remove two from your health total. Now, place out the Exhausted cards, shuffled in a face down pile.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Finally, each player takes one of the two characters. Or, you can use characters from other boxes if you prefer. Remove their character card, placing it face up in front of you, and their Lantern card, placing it face down beside this. The Lantern card is a powerful card you can use when charged up. This will be self-evident, generally by doing something as shown on one of your other cards, but you will generally only get to use it once or twice if you are lucky per game. Then shuffle the remaining 18 cards and draw seven into your starting hand. One more for a single-player game. One less for a three-player game, and two less for a four-player game. You are now ready to play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Play Kinfire Delve

    Players will now take turns interacting with one of the four cards surrounding the Master card. These will either be Event cards or Challenges. Event cards will detail what they do and how they work on them. To interact with them, simply do as the card says on your turn. When you choose a challenge card, it will have either a red, green, or blue border. On the top left, it will also show the challenge score you need to equal or beat. There will also be some text on the card that details more effects of how the challenge works. If the text is in bold, this card will have an effect in play all the time the card is here, whether you challenge it this turn or not. It could affect other challenge totals, so be sure to read all bold text out when you play any new challenge card down.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    OK, now that you have picked which challenge card you want to interact with, you can make a choice. Do you want to play one of your cards from your hand to help complete this challenge? The challenges will come in all types: Combat, Obstacles, Puzzles, and Traps. You can only play a card that matches the colour, but it could be any type. Although, some cards and characters do better against certain types of challenges. If you play a card, it will have a number on the top left that will reduce the challenge card number by the same amount. If you play a card, and you don’t have to, the other player(s) can now choose to boost this card if they want. In a solo, you can boost yourself. In multiplayer, only other players can boost. You can boost with one or two cards. No more. If you boost, you are looking at the boost score on the bottom of the card. Everything else on that card becomes redundant. Again, you need to match the colour of the challenge with the colour of the boost card. Note, white is wild for all effects like this. Any boost played at this point will add to your total of what you are chipping away at against the challenge card’s total. Now finally, you MUST roll the dice. Whether you played a card or not, whether you had your card boosted or not, you must always roll dice.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The dice faces show colours matching the challenge cards, as well as one that shows a white and black face. The whites are wild and can be added to any matching colours rolled to add to the total of your attempt at that challenge. The black dice may have a counter effect. Check the current challenge card’s text, the face-up text on the Masters card, and on any other cards you may have played at that point. If you successfully meet or exceed the challenge, then you will gain the reward as shown on the card. This will mostly be to discard a certain number of cards from the Well deck, to delve down deeper, quicker. If you did not, add challenge tokens to the total you met to the card to show the progress you made. Your attempt was not in vain, but the card will show a fail effect that you must now take. This could be to lose health, discard cards, or some other effect.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Once this is done, replace any of the four cards around the Master that may now not be there with the top card from the Well deck, and play moves to the next player. Note, there is no drawing back up to your hand limit or anything like that. Players need to manage their hand carefully, using various powers to draw back up cards and help their fellow Seekers gain additional cards. If you ever run out or decide you want to get more cards, you can draw back up to your hand limit, but you must also draw the top Exhausted card, read it, and place it face up for all to see. These are always bad and can sometimes mean you immediately lose the game if you get too many. If you do this, you can then take your turn as usual. It does not replace a normal go.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    If you ever get to a point where you need to replace a Well card and there are none left, then you can discard any remaining Well cards left face up in the play area, and replace them with the four Gauntlet cards you set aside during setup. Place these around the Master and flip over the Master card to reveal which of the three Masters you are facing this time. Read the text on all cards to see how you will defeat the Master. Each one has a different effect, strength, and weakness.


    If you can defat the Master you win the game. If at any pint you run out of your health, or a Exhausted card tells you, you will lose the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Is It Fun? Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review

    The cards in this game look absolutely gorgeous, showcasing a vibrant array of colours and intricate designs that immediately capture the eye. The attention to detail is evident, making each card not only functional but also a visual delight. The lovely, matt card stock used contributes to a premium feel, along with the foil effect present on the back of some cards. This shimmering detail adds a touch of elegance and sophistication, enhances the visual appeal and also creating a tactile experience that is pleasing to the touch.

    The game comes packaged in a thick, sturdy box that is designed to withstand the rigors of transport and storage. Its actually a little hard to pry open due to the thickness of the stock, but feels great. The dice are nicely screen printed, which adds another layer of quality to the game components. However, it is worth noting that, while the printing is sharp and clear, players should handle the dice with care. Over time, I have found dice with screen printing can wear off if not treated cautiously.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The method of tracking health with a D10 is somewhat rudimentary. While it serves its purpose, some players may find it lacks the sophistication or ease of use that more advanced tracking systems could provide. A more innovative approach to health tracking could enhance the gameplay experience, allowing for smoother and more engaging interactions during play.

    The challenge tokens, while functional, are a little basic in design. They serve their purpose but do not stand out in terms of creativity or visual appeal compared to other components of the game. I would be keen to an upgrade on the challenge tokens and dice one day!

    Overall, despite some minor critiques regarding the health tracking system and the design of the challenge tokens, the production quality of this game is amazing. The combination of beautiful cards, sturdy packaging, and well-made components creates an impressive package. The attention to detail in the design and production process reflects a commitment to quality that is commendable and enhances the overall enjoyment of the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Game wise, this experience is nothing short of amazing. With just 18 cards at your disposal, the possibilities are extensive and varied. The depth of strategy that emerges from such a compact deck is truly impressive. Hand management becomes a crucial aspect of gameplay, as players must skilfully navigate their strengths and weaknesses of their character and current hand, while also considering those of their teammates.

    Players can easily adjust the difficulty to suit their preferences or the experience level of those involved. This adaptability ensures that both newcomers and seasoned players can enjoy the game without feeling overwhelmed or underchallenged. The different sets offer different challenges too.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    As you race through the well deck, it becomes evident that you will only encounter approximately 25% of the cards during any given game. Roughly speaking! This limited exposure means that each session feels unique, as you are likely to encounter cards you haven’t seen in quite some time, or ever! The element of surprise is amplified by the timing and combination of cards that surface, creating an unpredictable and exciting atmosphere. This unpredictability enhances the replay value of the game, as players are encouraged to adapt their strategies on the fly. Some cards need others to come up to come into affect, either for you or against you. This unpredictability is a brilliant addition to the dynamic of the game.

    The inclusion of three different master cards in each box adds another layer of complexity and excitement to the game. Each player’s experience can vary significantly based not just on which master they choose to face, but also on which master card they draw, creating a delightful sense of anticipation each game. The uncertainty of which master card will appear when you reach the bottom of the well, keeps players on their toes, as they cannot fully plan their endgame strategy until they are right in the thick of it. This dynamic interplay of cards further ensures that no two games are ever the same, further enriching the overall experience.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The clever card play mechanics are truly genius. Each card is designed with intricate details that enhance gameplay, featuring unique bonus effects and smart interactions that encourage players to think creatively. The ways in which cards can be played and combined open up a myriad of tactical possibilities, rewarding players who take the time to explore the nuances of their options. This clever design makes the game stimulating, allowing players to feel a sense of accomplishment and intelligence with every successful move they make. Its truly wonderful!

    This game is structured in such a way that it can be played in under an hour, (or much less if you lose fast!) making it an ideal choice for both casual gatherings and more serious game nights. The setup process is quick and straightforward, and teaching the rules to new players is a breeze. With its engaging mechanics and the continual surprise of new card interactions,

    added to the combination of strategic depth, customisable gameplay, and clever design elements not only makes this game a joy to play but also ensures that it will be revisited time and time again by anyone who gets their hands on a copy. I am delighted I have two! I must seek out the third now!

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The only reason I do not rank this higher, although 8.5 is pretty high, is that the games can be very tense. And that is great! But then, after an hour, if you lose on one unlucky roll, or one unlucky card draw, it can be tough to take. This doesn’t happen much. Once in ten so far for us. But it was frustrating. Generally, you make your own luck in this game. And games are short, and easily played again when things like this happen. But I would like some more dice mitigation. There is some, but not much, and not for all characters. Also, the Exhausted cards in some games are a lot more interesting then others. Some just kill you if you have too many. That felt lazy to me. Others, actually have some interesting affects in you as you play.



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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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