The first rule of Club♣Fight is to eliminate all the cards coming at you in a grid with your 13 cards by playing them in actions that remove cards from the grid. The second rule of Club♣Fight is that some moves are disabled if at least three cards of a suit appear on the grid.
Moves you can always do include removing every card matching the one you played, removing cards equal to the sum of the one you played or the inverse and playing a sequence of three cards to clear the grid. The card values are standard pip values with aces always low, there is also a joker that isn't worth anything and isn't any suit.
The special moves that can be blocked are removing a line of cards containing the card played (blocked by diamonds), playing a card and removing every card lower (2-7) or higher (7-K) than it (blocked by spades) and removing a sequence of cards that includes the card played (blocked by hearts).
First observation is that you should take out 3.1 cards per card played, easier said than done with nine visible card at most and the whole blocked moves affair limiting your attack output, but merely playing the most damaging move isn't enough, you have to remove the right cards lest you find yourself blocked: a grid with a 3-3-3 distribution in suits is not an uncommon sight.
The optimal moves are always the single card ones; clearing the grid may be useful tactically but is worth 3 cards per card, at least you have other ways to change the grid without being forced to nuke.
Fun and unpredictable, this game is a quick diversion with a challenge.
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