برچسب: Card

  • 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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  • why card games rock — The Treehouse

    why card games rock — The Treehouse



    Pick a Dog

    Pick-a-Dog (1-5 players) (and its virtually identical sibling games, Pick-a-Pig, Pick-a-Seal and Pick-a-Polar-Bear) rely on high-speed matching, but with storytelling added in. You start by laying out a grid of cards that may match, but mostly don’t quite match exactly. Each player turns over their own starting card, which sets off a round of looking for matches in the grid. Though there are some exact matches, all the pictures are similar – they feature a dog who can be depicted with a number of binary qualities: looking pale or having a tan, holding popcorn or not, wearing sunglasses or not, standing near to you or far away, and using one hand or two hands.

    The twist in the matching portion of the game is that you can only match cards that are either exact, or follow a sequence where there is only ONE change per card (you can go from sunglasses to no sunglasses, for example, but not from far to near at the same time). The free-for-all ends when there are no more matches to make (but watch out – if you call it and there are still more matches available, you forfeit your hand and can’t score any points that round, while the other players can resume).

    Scoring is fun and unusual (or at least it is the way we teach it at The Treehouse!): to prove you’ve made a true sequence with only one difference on each card, you have to tell a story about your buddy the dog that reflects the pictures as you reveal them. It’s very cute indeed. If you discover mistakes in anyone’s sequence, those cards go straight into the discard pile. The players earn the cards they’ve proven are in a sequence each round, and at the end of the game, the winner is the one who has the most cards.



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  • magic the gathering – Does cycling a card use the stack? And what about his triggered ability?

    magic the gathering – Does cycling a card use the stack? And what about his triggered ability?


    Cycling does go on the stack.

    702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”

    602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 730, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.

    Triggered abilities that trigger from cycling also go on the stack, on top of the cycling ability (because the process of activating cycling will have finished before the triggered ability is put on the stack).

    603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

    117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.



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  • Ticket to Ride UK card deck and Base game

    Ticket to Ride UK card deck and Base game


    The Ticket to Ride UK map collection comes with a new deck of train cards. The rules call out that the deck includes an additional six locomotive cards, but are there any other differences from the base set of Train cards?

    Our base cards are a bit tired looking and could do with being replaced.



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  • Crackling Playing Card Varnish — Pine Island Games

    Crackling Playing Card Varnish — Pine Island Games



    Despite seeing years of play, the deck (seven of clubs not withstanding) has held up remarkably well. The cards are crisp, snappy, and despite some face wear perfectly serviceable (seven of clubs not withstanding). The cards really are the kind of made for life component we all love in our games.

    Varnish Crackling

    My new deck of red arrows is a different story. After only two plays we cracked open the deck and found substantial crackling on the face of cards.

    To understand what is going on with this, we first need to talk a little about how playing cards are made. First a long roll of card or plastic stock (in this case PVC or a similar plastic) is taken. It’s rolled through a printer, and then is finished with either a varnish or a laminate.





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  • Oddities: A Peculiar Card Game Preview

    Oddities: A Peculiar Card Game Preview


    Odd creatures are lurking in the woods. Your job is to collect these creatures and out score your opponents in this cutthroat card game from Twisted Branch Games. Let’s get to know these odd little creatures that make up this game.

    An Odd Collection

    Players are creating a tableau of cards from the carious woodland creatures they find during the game. Each round of Oddities is marked by a Season card which dictates which creatures they can collect in that round. Simple oddities are common and are the most common card that you’ll come across. Rare oddities have unique magical abilities that will help strengthen your collection.

    Oddities - card types

    At the start of your turn, draw the top card off the deck, adding a new card to your hand. Then, play a single action on your turn. You can “search” by drawing another card, “strengthen” by playing a card into your collection, “sabotage” lets you play a misfit oddity into another players collection, or you can “strike” which lets you play a quirk card.

    A players collection sits in front of them, scoring a single point for each oddity. Specific oddities give additional points and misfits will add a wrinkle to your collection. The sabotage action adds some “take that” to the game. Ultimately, players are racing to be the first one to have six points in their collection.

    Oddities - player hand

    Watch Out for the Misfits

    Oddities gameplay is a quick teach and easy to understand. Each card has an icon designation that makes it easy to recognize the card type. There are four different seasons in the game that get drawn at the start of the round. During the Winter season, only oddities with the Winter icon, or the “any season icon” can be played. Keeping a variety of oddities in your hand gives you the flexibility to play into your collection across the various rounds.

    Misfit cards can be played in any season and will target another player at the table. These cards are mostly inconvenient but can be removed through various rare oddity abilities or quirk effects.

    Oddities - quirk card

    Quirk cards are effects that immediately take place when they are played. Some of these cards can be down right mean when they wreak havoc on your collection. Some quirk cards can also protect your collection from your opponents.

    https://www.youtube.com/watch?v=_tIcQZ7bRIs

    Final Thoughts

    Oddities is a solid card game for families who are looking for a game that everyone can play. The cards are pretty straight-forward and the game supports up to eight players. Erin and I both enjoyed the game at two players, but noticed some balance issues. The team at Twisted Branch Games is addressing this by modifying the deck at that player count.

    Oddities - season cards

    I really enjoy the whimsical look of the creatures in Oddities. The game is cute and even my daughters remarked on the art throughout the game. We had the most fun with Oddities at three to five players (we didn’t play at the highest count). Since misfit and quirk cards can target your opponents, it was nice having a couple options when choosing who to target.

    If you’re looking for a fun easy to teach card game with charming artwork, Oddities is a game you should definitely check out.

    Oddities is being funded through Kickstarter by Twisted Branch Games. Check out the campaign that launches on February 2, 2025.

    A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.



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