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 Post Posted: Fri May 23, 2014 5:15 am 
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Website: http://anastenazontas.blogspot.fr/2012/03/casino-surnatural.html
I have created a separate thread for this game in order for the discussion not to clutter the discussion of the other games in this thread, so if you want you can check a playthrough (in progress) of this beta version of Titan's sign, check here: http://www.erfworld.com/forum/viewtopic.php?f=12&t=6855&p=113683#p113683

Takei no Yuurei, Oberon, Godzfirefly, Silversought and wreeee, thank you for your coments and vigilence on the rules.

I have altered the rule about setting the Titan's score to 0 and changed it so that he exchanges scores with the new Titan in the case where he gave a hint or no oracle found the rule.

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     Post Posted: Fri May 23, 2014 7:33 am 
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    Antifinity wrote:
    Are we only allowed to submit one game per person?


    Nope, we're looking for the best possible set of games. Submit multiples if you like.

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     Post Posted: Fri May 23, 2014 10:05 am 
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    Zero's Calling
    • 2-4 Players
    • Single Deck
    • Jokers are removed
    Players are dealt a hand of 7, and play begins with the player to the dealer's left. On each player's turn, they may place cards on the table in front of them in groups of three, in either a run (1,2,3,4,ect) or 3 of a kind. Suit is irrelevant. There is no limit to the number of groups a player may place in a given turn. Once they are done, they draw 1 card and play continues clockwise.

    Once a player has placed at least one group down in front of them, they may later add additional cards to their groups, or play additional cards on the groups of other players. When the deck has been exhausted, each player takes a final turn, and the game then ends. Players then add up the value of all the cards in their groups and hand, with Black cards having positive value and Red cards having negative value. The player who is closest to zero is the winner.

    In the event of a tie, check the following conditions in order:
    1. the player who has the most cards wins
    2. The player who ended the game with fewer cards in their hand wins
    3. The player who's final score is negative wins
    During play, if a player ends their turn with their groups scoring 0, they draw an additional card. This rule only applies to players who have groups.
    Face cards must be played in order when part of a Run.
    Runs cannot "loop" (10, J, Q, K, A, 2 is not a valid Run).
    Jack and Queen have a value of 12 in points, and Kings have a value of 15.
    Aces have a value of 1 or 15, depending on where they are played in a run. Aces played in 3 or 4 of a kind count however the player desires at the end of the game.
    A given card may only be part of one group. So you could not for example make a 3 of a kind and a run using the same 4 of spades.

    Optional Long Rule
    Multiple matches may be played, with the dealer role shifting to the left each game until all players have dealt. The scores for each player from every match are added together, with the ultimate winner being the player closest to zero overall. In the very unlikely event of a tie, check the win conditions above (tally the metrics from each match along with the scores as you play, and add up for a total number of cards overall if needed to break a tie)

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     Post Posted: Fri May 23, 2014 6:38 pm 
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    "Luckamancy 21"

    Any number of players.
    Each player plays with their own standard 52 card deck (no Jokers).
    Simultaneous play.
    Face cards count as 10, Aces count as 1 or 11.

    1. Draw 4 cards from your deck. If any number of your cards can be combined to sum to 21, play them to score 1 point, discard the remaing cards. If your cards cannot be combined to sum to 21, discard all 4 cards.
    2. Repeat until deck is exhausted (i.e. 13 rounds).
    3. Shuffle the discard pile, but not the stack of scored 21s.
    4. Repeat step 1 again until deck is exhaused a second time. Stop when you cannot draw a hand of 4 cards.
    5. Player with the most points wins (most 21s). In the event of a tie, the player who used the most cards wins.

    Variant:
    Include the Foolamancers (jokers), draw 6 cards instead of 4. Foolamancers trick you, the card cannot be scored.

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     Post Posted: Sat May 24, 2014 11:26 am 
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    mmooneybsa wrote:
    "Luckamancy 21"

    So...is this essentially just a game that plays itself? Or is there some way that the players can affect the outcome?

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     Post Posted: Sat May 24, 2014 12:47 pm 
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    Godzfirefly wrote:
    mmooneybsa wrote:
    "Luckamancy 21"

    So...is this essentially just a game that plays itself? Or is there some way that the players can affect the outcome?

    Well, I could see having to make a decision between a 10/ace to get 21, or a 10/5/6 if you were dealt 10/5/6/ace but that'd be fairly rare I think. And since the objective is to get as many sets of 21 as possible, it isn't much of a decision either. Now, maybe if you included saving 1 of the unused cards to be part of your next hand or something, there might be something more than pure luck to the game.

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     Post Posted: Sat May 24, 2014 12:52 pm 
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    Taikei no Yuurei wrote:
    Well, I could see having to make a decision between a 10/ace to get 21, or a 10/5/6 if you were dealt 10/5/6/ace but that'd be fairly rare I think.

    And, even then, it's only in the first round that such a rare and almost-useless decision might be made, since there's only two rounds and using more cards breaks ties...

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     Post Posted: Sat May 24, 2014 10:52 pm 
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    Godzfirefly wrote:
    mmooneybsa wrote:
    "Luckamancy 21"

    So...is this essentially just a game that plays itself?


    Pretty much, yes.

    Taikei no Yuurei wrote:
    Now, maybe if you included saving 1 of the unused cards to be part of your next hand or something, there might be something more than pure luck to the game.


    I considered this as a variant. I didn't think keeping a card added much strategy. So for my first submission I decided to leave it as a pure luck game, with minimal rules, & free of complication. While I don't enjoy those myself, I do play with a lot of people who only want that, and have no desire to really think at a game (some have made this exact statement).

    Keep in mind how popular crap like War & Blackjack are.

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     Post Posted: Sat May 24, 2014 11:04 pm 
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    Blackjack, at least, has some kind of decision making process. I get the War example though. Actually, I don't even remember how you won war. xD

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     Post Posted: Sat May 24, 2014 11:16 pm 
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    Silversought wrote:
    Blackjack, at least, has some kind of decision making process. I get the War example though. Actually, I don't even remember how you won war. xD

    I didn't know anyone over the age of 12 ever played war, so I can understand that memory lapse. Especially since, by the basic rules, noone wins war...you just quit after a while.

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     Post Posted: Sat May 24, 2014 11:34 pm 
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    Godzfirefly wrote:
    Silversought wrote:
    Blackjack, at least, has some kind of decision making process. I get the War example though. Actually, I don't even remember how you won war. xD

    I didn't know anyone over the age of 12 ever played war, so I can understand that memory lapse. Especially since, by the basic rules, noone wins war...you just quit after a while.

    That does sound about right, actually. I don't think I ever played it again once I learned spades and five card draw/stud.

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     Post Posted: Sun May 25, 2014 5:23 pm 
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    The Fall of Haffaton

    This game represents the debate among the Court of Faq after capturing Efbaum and the subsequent trial of Olive.

    Setup: This game uses all of the Jacks, Queens, Kings and Aces, as well as the 2 of Hearts and the 2 of Clubs. One player takes all the black cards to represent Princess Jillian's side; the other player takes all the red cards to represent King Banhammer's side

    Gameplay: The game is played in 9 hands. Each player plays one card per hand. The winner of each hand takes the cards played and places them in his or her captured pile.

    Winning the Game: The winner is the player who can convince the most members of the Court of Faq (Orwell, Marie and Jack) to support their side. A player convinced a caster by having more of that caster's card in their captured pile. In the event of a tie, Orwell and Marie will support Banhammer and Jack will support Jillian.

    The Cards:
    Jacks - Jack Snipe - Jack will beat Orwell but lose to any other card
    Queens - Marie Lavraie - Marie will beat Jack but lose to any other card
    Aces - Brother Orwell - Orwell will beat Marie but lose to any other card
    Black Kings - Princess Jillian - Jillian will beat any cards except Banhammer, who she ties, and Olive, who she loses to
    Red Kings - King Banhammer - Banhammer will beat any cards except Jillian, who he ties, and Wanda, who he loses to
    2 of Hearts - Olive Branch - Olive will beat any card except Wanda. If Olive beats Jillian, the red player make take one card from the black captured pile
    2 of Clubs - Wanda Firebaugh - Wanda will beat any card. If Wanda beats Banhammer or Olive, the black player may take one card from the red captured pile

    Thoughts: I threw this together on a whim as I just reread book 0. It's a pretty simple game and shouldn't take long to play. I think it's heavily weighted toward Red (Banhammer), but Black does have the best card. It might more balanced if you used all the 2s and there were 2 each of Wanda and Olive. Let me know what you think.

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     Post Posted: Sun May 25, 2014 5:34 pm 
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    Godzfirefly wrote:
    noone wins war...you just quit after a while.

    Epic quote.

    @GWvsJohn - It almost seems like a game of rock paper scissors with cards, so should be fun. You left out how many cards are drawn for the hand, or if it is just the entire stack of cards all at once. I'd guess the latter, but you don't say it explicitly, so just want to be sure.

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     Post Posted: Sun May 25, 2014 6:59 pm 
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    Taikei no Yuurei wrote:
    Godzfirefly wrote:
    noone wins war...you just quit after a while.

    Epic quote.

    @GWvsJohn - It almost seems like a game of rock paper scissors with cards, so should be fun. You left out how many cards are drawn for the hand, or if it is just the entire stack of cards all at once. I'd guess the latter, but you don't say it explicitly, so just want to be sure.


    Yes, you start with your entire 9 card hand.

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     Post Posted: Mon May 26, 2014 11:29 pm 
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    Ok! Here's my game FOOLAMASTERY!
    Probably still needs to be tweaked, and I'm sure I'll be editing it, but the basics are there:

    NEW VERSION! Updated 6/3/2014

    Spoiler: show
    Foolamastery
    A game for 3 or 4 people and 1 or 2 decks of cards.

    Some Terms:
    WARLORD: The current player.
    FOOLAMANCY: The face up card in front of each player. May never be a JOKER.
    TRUTH: The face down card in front of each player.
    TARGET: The sought after card played by a WARLORD each turn face up in the middle of the table. May never be a JOKER.
    AGENDA: The card chosen by each player at the beginning of the game and placed aside. The suit and number of this card will have an effect on their score.


    BACKGROUND:

    Several ERF sides were once at war, and each one fielded a master foolamancer. After the battle was over and one side stood victorious, some said that the Rulers in this great war had been manipulated by the Foolamancers they had employed, and that the real battle was amongst these Casters, to discover which one was the true Foolamaster!

    GOAL:

    To capture as many cards as possible. Each card is worth 1 victory point. Each card that is the same suit as your AGENDA is worth 2 victory points. Each card that is the same number as your AGENDA is worth 3 victory points.

    If a player has a JOKER as their AGENDA, they ONLY score points if they have the LEAST number of points (otherwise the player with the most points wins). All cards captured by a player with a JOKER as their AGENDA are worth 3 points. If two players with a JOKER AGENDA tie, neither wins.

    STARTING THE GAME:

    Leave the JOKERS in. Shuffle the DECK. If you would like a longer game, Shuffle TWO decks together. Note that JOKERS can never be played as FOOLAMANCY or TARGET cards.

    Each player is dealt a hand of 3 cards. The player who looks most different today from how they normally look goes first. This player is known as the WARLORD. When their turn is over the next player becomes the WARLORD.

    Each player chooses a secret card from their hand known as their AGENDA. They look at it, note its suit and number to themselves, and put it away to the side away from the play area. A good layout is to put all cards CAPTURED by each player face up so all other players can see them, beneath or near the AGENDA.

    Each player puts their other two cards into the play area. One FACE UP, called the FOOLAMANCY, and one FACE DOWN beneath it, called the TRUTH. Note that the FOOLAMANCY can NEVER be a JOKER.

    Each player draws back up to 3.

    PLAYING THE GAME:

    - The current player (THE WARLORD) may (if they want to) discard their current FOOLAMANCY and replace it with a card from their hand.
    - The WARLORD then plays a card from their hand FACE UP in the middle of the play area. This card is known as the TARGET. The TARGET may NOT be a JOKER.
    - The WARLORD then turns to each player starting with the player CLOCKWISE from them and asks if they would like to challenge for the TARGET.
    - If NO ONE challenges, the WARLORD captures the card they played.
    - Only ONE other player may challenge (the first player to do so), once that challenge is resolved, the turn is over.

    At the END of every turn ALL players replace any FOOLAMANCY or TRUTH cards they may have lost during the turn AND THEN draw back up to three cards, starting with the WARLORD and going CLOCKWISE.

    CHALLENGING:
    If a player challenges the WARLORD for the TARGET, then the WARLORD can do one of two things.
    1. GIVE IN: The TARGET card is CAPTURED by the player that challenged.
    2. CALL THEIR BLUFF: The challenging player reveals their TRUTH and the challenge is resolved like this:

    The WARLORD’S Score is equal to their TARGET card plus the WARLORD’S FOOLAMANCY card.
    The CHALLENGER’S score is equal to the CHALLENGER’S FOOLAMANCY card + the CHALLENGER’S TRUTH card.

    With these caveats:
    ACES are worth 1, KINGS are worth 11, QUEENS are worth 12 and JACKS are worth 13.
    A pair is equal to the value of ONE of that pair + 13.
    I.E 2 Aces are worth 14. Two JACKS are worth 26
    A JOKER and any card is equal to 26 (the value of 2 JACKS) + the value of that card.
    Ties always go to the WARLORD.

    If the WARLORD has a HIGHER SCORE or EQUAL score, the WARLORD captures the TARGET and another card - either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the WARLORD decides which.
    If the CHALLENGER has a HIGHER SCORE (but not EQUAL), the CHALLENGER captures the TARGET and either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the CHALLENGER decides which.

    Note that TRUTH cards are never captured, and JOKERS are never captured (they can only be played as TRUTH or AGENDA cards)

    At the end of the challenge the CHALLENGER discards their FOOLAMANCY (unless it has been captured) and their TRUTH. They then replace these cards from their hand.
    If the WARLORD’S FOOLAMANCY card has been captured they replace it with a card from their hand. Otherwise it remains.

    Only AFTER these cards are replaced do players draw back up to 3.

    ENDING THE GAME:
    Play until a player ends a turn with less than 3 cards and can’t draw any more because the deck is exhausted. Reveal AGENDA cards and score the game.


    And here is a link to the forum thread I created to discuss it or get feedback:

    http://www.erfworld.com/forum/viewtopic.php?f=23&t=6861


    Last edited by Overdroid on Wed Jun 04, 2014 12:48 pm, edited 3 times in total.
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     Post Posted: Tue May 27, 2014 12:04 am 
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    Overdroid wrote:
    Ok! Here's my game FOOLAMASTERY!
    Probably still needs to be tweaked, and I'm sure I'll be editing it, but the basics are there:

    Spoiler: show
    Foolamastery!

    Some Terms:
    WARLORD: The current player.
    FOOLAMANCY: The face up card in front of each player.
    TRUTH: The face down card in front of each player.
    AGENDA: The card chosen by each player at the beginning of a ROUND and placed aside. The suit and number of this card will have an effect on their score.


    BACKGROUND:

    Several ERF sides were once at war, and each one fielded a master foolamancer. After the battle was over and one side stood victorious, some said that the Leader of each side had been manipulated by each of the foolamancers they had employed, and that the real battle was amongst these casters, to see who was really what each caster had claimed to be, a Foolamaster!

    GOAL:

    To capture as many cards as possible. Each card is worth 1 victory point. Each card that is the same suit as your AGENDA is worth 2 victory points. Each card that is the same number as your AGENDA is worth 3 victory points.

    If a player has a JOKER as their AGENDA, they ONLY score points if they have the LEAST number of points. In this case NO ONE ELSE scores points except this player. If two players with a JOKER AGENDA tie, neither scores points.

    STARTING THE GAME:

    Leave the JOKERS in. Shuffle the DECK.

    Each player is dealt a hand of 3 cards. The player who looks most different today from how they normally look goes first. This player is known as the WARLORD. When their turn is over the next player becomes the WARLORD.

    Each player chooses a secret card from their hand known as their AGENDA. They look at it, note its suit and number to themselves, and put it away to the side away from the play area.

    Each player puts their other two cards into the play area. One FACE UP, called the FOOLAMANCY, and one FACE DOWN beneath it, called the TRUTH. Note that the FOOLAMANCY can NEVER be a JOKER.

    Each player draws back up to 3.

    PLAYING THE GAME:

    - The current player (THE WARLORD) may (if they want to) discard their current FOOLAMANCY and replace it with a card from their hand.
    - The WARLORD then plays a card from their hand FACE UP in the middle of the play area. This card is known as the TARGET.
    - The WARLORD then turns to each player starting with the player CLOCKWISE from them and asks if they would like to challenge for the TARGET.
    - If NO ONE challenges, the WARLORD captures the card they played.
    - Only ONE other player may challenge (the first player to do so), once that challenge is resolved, the turn is over.

    At the END of every turn all players draw back up to three cards starting with the WARLORD and going CLOCKWISE.

    CHALLENGING:
    If a player challenges the WARLORD for the TARGET that WARLORD played then the WARLORD can do one of two things.
    1. GIVE IN: The TARGET card is CAPTURED by the player that challenged.
    2. CALL THEIR BLUFF: The challenging player reveals their TRUTH and the challenge is resolved like this:

    The WARLORD’S Score is equal to their TARGET card plus that WARLORD’S FOOLAMANCY card.
    The CHALLENGER’S score is equal to the CHALLENGER’S FOOLAMANCY card + the CHALLENGER’S TRUTH card.

    With these caveats:
    ACES are worth 1, KINGS are worth 11, QUEENS are worth 12 and JACKS are worth 13.
    A pair is equal to the value of ONE of that pair + 13.
    I.E 2 Aces are worth 14. Two JACKS are worth 26
    A JOKER and any card is equal to 26 + the value of that card.
    Ties always go to the WARLORD.

    If the WARLORD has a HIGHER SCORE or EQUAL score, the WARLORD captures the TARGET and another card - either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the WARLORD decides which.
    If the CHALLENGER has a HIGHER SCORE (but not EQUAL), the CHALLENGER captures the TARGET and either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the CHALLENGER decides which.

    At the end of the challenge the CHALLENGER discards their FOOLAMANCY (unless it has been captured) and their TRUTH. They then replace these cards from their hand.
    If the WARLORD lost, they replace their FOOLAMANCY with a card from their hand if it has not been captured.

    ENDING THE GAME:
    Play as many rounds as you like, RESHUFFLING all cards back into the deck after scoring.
    3 rounds is the traditional number.

    Sounds like alot of fun, and an initial read doesn't reveal any major problems, though a joker agenda seems like it might be a bit too strong, since that player virtually wins automatically... though I suppose since it is over multiple rounds, it actually isn't a big deal, because he has to balance getting points to get ahead with not getting so many points that they don't get anything, so it really isn't that strong after all. I have a feeling fights will generally be between the warlord and first player to get asked, because even if they don't think they'll win, they'll get to trade out the cards in front of them. That's the only real problem I foresee, but that's just a guess and could be way off.

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     Post Posted: Tue May 27, 2014 12:57 am 
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    Thanks for the feedback, Taikei!Those are great notes. I need to do some playtesting.

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     Post Posted: Tue May 27, 2014 12:59 am 
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    You're welcome. My suggestion would be that multiple people can challenge, but make it cost something more than just the cards in front of them. Maybe the winner also picks a card at random from their hand, so they might not to get replace them with what they want. Or you could just do one of those two things. And as I said, I might be seeing a problem where there isn't one, so don't feel the need to go too crazy with it.

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     Post Posted: Tue May 27, 2014 2:24 am 
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    How many players would Foolamastery normally play? At least 3? No more than 8?

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     Post Posted: Tue May 27, 2014 8:31 am 
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    Godzfirefly wrote:
    How many players would Foolamastery normally play? At least 3? No more than 8?

    Well, the game physically can't handle more than 9 (at least, not without additional decks). Actually, since cards are pulled off for scoring, and cards are discarded after reveals, it can't handle more than 5 players unless multiple decks are used or you reshuffled (what would be a bare few cards) the discard pile partway through.

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