Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, July 12, 2023

Tarô Brasileiro

A shortened ruleset of a game made for a tarot deck. I disputed a section on null bonuses and so I have not yet included it.

Tarô Brasileiro de Marcelo Teles

Players: 3

Cards: 46-card tarot deck: K-J 1-2 (round/red) K-J 10-9 (straight/black), trumps 1-21, fool

Setup: Each player starts with a set number of main points(credits) divisible by 10 (recommended 300 or 500). Deals in multiples of three or until someone goes negative. Play is clockwise.

Player to the left of dealer is Forehand, to his right Middlehand, dealer is Rearhand.

Deal: Dealer deals 13 cards to each player leaving 7 cards for talon.

Bidding: Players bid to win at least 50 card points. Contracts pertain to cards declarer will take from the talon and are as follows:

Sete (seven): Declarer takes all 7 cards. 10 credits
Cinco (five): Declarer takes 5 cards, each opponent 1. 30 credits
Três (three): Declarer takes 3 cards, each opponent 2. 50 credits
Um (one): Declarer take 1 card, each opponent 3. 70 points

Contracts can be declared Fechado (closed), where declarer takes the number of cards but will not exchange them. Closed bids are worth 10 more credits.

Forehand begins bidding against Middlehand. Players can pass, bid higher or hold. Whoever passes first is out of the game and Rearhand continues bidding against the remaining player.

Play: Declarer leads to the first trick, highest of suit lead or trump wins trick and winner leads to the next. Must follow suit and must trump if unable. The fool can be used as highest trump or as an excuse, which will always lose the trick but is kept by the holder. The fool played to the last trick is captured by the trick winner.

Card values:

Kings, Trump 21, Fool: 5 points
Trump 1: 8 points
Queens: 4 points
Knights: 3 points
Jacks: 2 points
Trump 15: -5 points, 0 if captured by Trump 20 in a trick
Other cards: 1 point

After play players count their points and round them to the nearest 5 (bidder score of 48 or 49 rounds down to 45) and pay the contract value plus the difference between points.

Bonuses: These pay independent of contract. Bonuses may be announced for double value at the risk of penalty. Players pay the bonus on an individual basis. 

Scores are ordered as follows: Success base score, Failed announced penalty.

Todas a Honras (Trull): Capture all three Trull cards (21, 1, Fool) in tricks. 10, 20.

Four Kings: Capture all four kings. Pays 10 if won, 20 if announced and failed. 10, 20

Ultimo: Capture the last trick with the trump 1. 30; 30 from holder to trick winner, 60 from bidder to trick winner.

Capote: Win all tricks. Trull and Four Kings do not count. 70, 140.

15 Hunt: Capture the trump 15 with the trump 20 in the same trick. Cannot be announced. 20 from trump 15 player to trump 20 player.

Thursday, September 17, 2020

Old Rule Books and Rooks

I bought a Rook deck, and upon reading its enclosed booklet and this nice online collection of rulebooks, it would be a shame not to put these games not included, such as an older form of the main Rook game that is unlike Tournament Rook.

Every rule here is from the linked rulebook collection, any repeats will be sorted out later in case of possible irregularities.

Monday, August 10, 2020

Shibumi Summaries

This is a list of summarized rules for some games that have been created for or can be played on a Shibumi set for future review purposes. These summaries assume that the basic definitions related to the set are not yet known by the reader and would use more intuitive terms, whether they correlate to the definitions or not

Games included in the Shibumi Rulebook

Spline:

2 players. On an empty board players place a ball of their color on any point. The first player to create a straight line of their color spanning from edge to edge relative to its level wins.

Spline+:

2 players. On an empty board players place either a ball of their color on any point, or they can move a ball of their color to another point that is not above any ball that dropped due to removing said ball. The first to create a straight line of their color spanning from edge to edge relative to its level wins, in case of two opposing lines being formed, the longer line or the mover wins.

Splice:

2 players. On an empty board players either place a ball of their color on a hole or on top of four adjacent balls that has at least one red ball or a red ball on any hole or any four adjacent balls. The first player to create a straight line of their color with at least one red ball spanning from side to side relative to its level wins, if a red ball creates two opposing lines the mover wins.

Spree:

2 players. On an empty board, players hand a ball for their opponent to play on any point. Players cannot hand the same color ball twice. A player who first makes a straight line of either white and red or black and red balls spanning from edge to edge relative to its level wins, pure white or black lines also counting.

Spava:

2 players. On an empty board, players either place a ball of their color or a red ball on any point. Creating a straight line of one's color spanning from edge to edge relative to its level wins, but creating a line at least two balls long shorter than a winning line loses.

Splade:

3 players. On an empty board, players place a ball of their color on any point. The game ends if a straight line made of two colors spanning from edge to edge relative to its level is made. The owner of the color on the line that moves later wins.

Sparro:

2 players. On a board with four neutral balls on the center four holes and another on top of them, players place a ball of their color on any point. If the first ball is placed on a corner, the next ball must not be placed on another corner and vice-versa. The game ends after  players have each placed 12 balls of their color. Whoever has the most straight lines of three balls either lying flat or climbing upward wins, if tied, the last player to create a line of three wins, otherwise the latter player.

Sploof:

2 players. On a board with 12 red balls on the edge holes, players start with a stock of two balls of their color. Players either place a ball from the stock on a point or remove a red ball and adding two more balls to their stock. The first player to create a straight line of four connected balls when viewed from above wins.

Spaniel:

2 players. On an empty board, players place two balls on any two points in this order:

Player 1: Black-White
Player 2: Red-Black
Player 3: White-Red

The first player to create a visible straight line of three adjacent balls wins.

Span:

2 players. On an empty board, players place a ball of their color on any point. White wins if he makes a visible connection from above from left to right, while Black wins if he makes a visible connection from above from top to bottom.

Sponnect:

2 players. On a board with four red balls on the center four squares and another red ball above them, players place a ball of their color on any point. White wins if he makes a visible connection from above from left to right, while Black wins if he makes a visible connection from above from top to bottom.

Spight:

2 players. On a board with white and black balls placed in a checkerboard setup, players move a ball of their color with at most one other ball above it in a knight move on the same level or upwards a level, i.e. onto the nearest four-ball platform.  The first player to connect all his balls into one group wins.

Spice:

2 players. On a board with four red balls on the center four squares and another red ball above them, players place one of two of their balls. If a move creates a larger group of balls than before, the mover's opponent can remove any movable ball on their next turn. The game ends when the pyramid is complete, after removing the top ball the owner of the largest group seen from above wins.

Pylos:

2 players. On an empty board, players each have a stock of 15 balls of their color and may place them on any hole. When four balls form into a square, a player can either place a ball from their stock onto it or move one of their balls not underneath any ball onto the point. If a player makes a square out of their own color, they can take back any two balls of their color back to their stock. The player who completes the pyramid wins.

The Pyramid of the Flying Marbles: 

3 players. On a board randomly filled with 10 white, black and red balls, players capture marbles based on turn order, starting with whoever owns the topmost ball. White captures red which then captures black. Captures can only be between balls that touch and can be done on balls that support at most one ball, this is done by removing the target and moving the capturing marble on its place. Balls can drop down after capture. If a player can't capture, they can pass. Game ends after all players pass, the winner being the one who has the most balls remaining.

Tuesday, June 18, 2019

Grenade rules fixed

The original rules PDF avaliable online has a number of grammatical errors. This is my attempt at correcting them.

This is a game about deception, luck, some strategy and getting rid of the grenade! Blow up your opponents and be the last player alive!

You need a deck of regular playing cards and four 6-sided dice, preferably three of one colour and the fourth of another. For the sake of explanation, the rules refer to the three dice as “white” and the fourth as the “black” die. The white dice are the grenades.

Setup:

1. Sort the cards. You'll need the Ace to 7 of hearts and spades and one joker.

2. Shuffle the hearts and put them in a face down pile. Then shuffle the spades and the joker and put them in another face down pile.

3. Deal a card from the hearts pile to each player face down (in a 2 player game deal 2 cards to each player). Discard the remaining hearts without looking at them.

4. Now you put the spades and the joker in the shape of a wheel. Place three dice on the first spade that you put down, with the die showing a 1 on the top.

5. The goal of the game is to be the last person playing. You try to eliminate your opponents by blowing up the card you think belongs to them.

6. The heart card in your hand has the same number as the spade-card on the table which you want to keep in play.

7. There are also non player cards on the table so trying to guess witch cards your opponents have is a big part of the game.

8. On your turn, you roll the black die. And then you move one of the white die as many cards, clockwise, as the black die showed. When you put the white die down on the last card you raise the number on the white die by one.

9. If the white die turns to a 6 on the last step the grenade blows up and that card is out of play. Turn that card face down. Reset the white die to “1” on the next spade after the one that got blown up. If there are other card on a card that gets blown up they all reset to “1” on the next spade.

10. The joker: If a white die's last step is on the joker all the white dice raise their pips by one. If a die or more explodes because of this move, this is resolved as usual.

How to win:
In this manner you will blow up card after card. When a card on the table matching a card in a players hand, blows up, that player is out of the game. The last player “alive” is the winner!

Thursday, September 14, 2017

Crimbopalooza Story Contest 2017 Rules (Draft)

Being a great writer is not an easy task, you have to work your way to the top, be ready to adapt to any situation, and always have the expertise to cook anything anytime anywhere. Do you have what it takes to write the next best story?

Rules:

Submissions:

1. Kmail or post your short fiction with the prompt "A Lamb Sauce Crimbo". Details for this prompt are in the next section. The entries must exactly have 100 words. Only one entry can be sent per person.

1.1. Stories have to feature the ingredient inside this mystery box:



1.2. Stories have to be fresh, not frozen. They must be properly written, neither overdone nor raw.

2. Entries:

- Should not have any explicit content
- Must be in one paragraph
- Should not explicitly include names of other users
- Must be in English and should not include emoticons.

Include your your in-game name when submitting your entry via posting on the thread.

3. Deadline of entries is on November 30, 2017, 12:00 AM GMT +8. Depending on the number of entries, semi-finals might be held. 

3.1. In the case of having semi-finals, the top five from the last contest automatically goes through the final if they enter.

3.2. The five seeds will be divided into two groups and each group will vote on one of either semi-final.

3.3. Note that the voting period will require votes from entrants, and that a full vote is expected from them within such periods. Try to be around when these times pop up.
---------------------------------------------------------------

Voting:

(General)

1. The voting period takes place after the period of submissions has closed. Semi-finals will always be two weeks long. 

2. For both the semi-finals and the final, each entrant will give 12, 10, 8, 7, 6, down to 1 points to their ten favorite entries excluding their own.

3. Entries will be compiled, shuffled, and posted in a single masterpost along with the name of the entrant.

4. Kmail your votes in the following format, points on the left and letter of entry on the right:

12 - _
10 - _
8 - _
7 - _
6 - _
5 - _
4 - _
3 - _
2 - _
1 - _

5. There will be an extra vote from a jury of non-entrants and/or non-players and me. The minimum number of jurors are three for each semi-finals and five for the finals, with one or two jurors in the semis possibly also voting in the finals. Their function in the semi-finals and the final will differ.

5.1. There will be two different sets of judges for each semi-final. A person cannot judge on both semi-finals at once. 

5.2. The upper limit of the number of judges in the final is ten. Only one judge from each semi-final can return for the final.

6. Polls may be opened to add a public voting option. Their function in the semi-finals and the final will also differ.

(Semi-Finals)

_____ - _____

1. Semi-finalists will vote on the same semi-final as they are in. Seeded entrants will vote individually on their designated semi-final.

2. The qualifiers will be determined as follows:

2.1. The top eight scoring semi-finalists based on entrant votes will qualify for the final.

2.2. Then a poll will pick their own qualifier, namely the entry with the most votes that isn't on the top eight.

2.3. Finally, the judges will choose between the highest non-qualifier by the entrants and the poll. They will pick their favorite story, and the most out of three will qualify

3. In case one aspect of the vote fails, here is as follows:

3.1. If entrant vote fails, the poll will determine the top nine while judges choose between the 10th and 11th placed entries.

3.2. If poll vote fails, entrants will determine the top nine while judges choose between the 10th and 11th placed entries.

3.3. If jury vote is unavailable, entrants will determine the top nine while the poll will still only pick one qualifier. 

4. Qualifiers will be announced in no particular order, not showing how they qualified.

(Final)

_____ - _____

1. Entrants who didn't qualify on the semi-finals will also vote on the final.

2. The jury will consist of at least five people, always including me, the host. They will rank every story in the final, with the combined ranks converted into the corresponding points.

3. Poll votes will be based on their percentage, which will then be converted into points based on entrant points.

3.1. The total of the points of the poll must equal all the points given by the entrants' votes, which will be estimated in the masterpost and later adjusted.

4. The total of the entrant, jury and public vote will be combined, with the most points winning.

Prizes: 

1st place: 10 million Meat
2nd place: 8 million Meat
3rd place: 6 million Meat
4th place: 4 million Meat
5th place: 2 million meat
Consolations:
6th-10th place: 200 thousand Meat each

The rest get pasta.

Contact penshoppe_91 #1498748 for any questions in-game. 

Good luck and may the best story win.

Saturday, April 1, 2017

Explaining the Palooza story contest voting system

So the voting system is mainly divided into three parts, the entrants voting for each other; a jury vote that consists of non-entrants, non-players and me; and a public vote represented by a poll.

This is mainly a positional vote where points based on rank are given to entries, except for the public vote, which is proportional

The entrant vote is where each entrant votes for the other entries excluding theirs, in this case a top ten where the points to give arr 1-8, 10 and 12. This is like how we do it with the captions, but instead of 1-3, it's that ten sets of points.

The jury vote will usually consist of three or five jurors, one of them will always be me. Each juror will rank every entry from 1 to n, 1 being the highest this time. These rankings are then combined and the totals ranked, the top ten then given the same set of points as above.

Public voting is different, instead of a positional vote based on who ranks highest, there will instead be a pool of points equal to the number of points given in the entrant (maybe also jury) vote. e.g. 15 entrants will have given 870 points if all voted.

A percentage based on the poll rank will then be the basis of how much of the points from the pool will be given to an entry. e.g. An entry scoring 5% on the poll will receive 5% of 870 points, 43 or 44 points depending on the rounding.

----


Revision by MooseBlaster:

Three part voting system: entrants vote for other entrants; votes from a non-entrant based jury, and a public vote represented by a poll.


The entrant vote is where each participant votes for the other entries excluding theirs, where the points to give are 1-8, 10 and 12(58 total). Similar to the caption games, where higher points is better.

The jury vote consists of three or five jurors, one of them being me. Each juror will rank every entry from 1 to n, 1 being the highest this time(like in a race, 1st place is better). These rankings are then combined and the totals ranked, the top ten then given the same set of points as above.

Public voting is different, as there will be a pool of points equal to the number of total points* given in the entrant vote.

The percentages from the poll will equal the percent of the total points that entrant gets. E.g. An entry scoring 5% on the poll will receive 5% of the total points.

Most points win.

*Total points in entrant vote= # of entrants multiplied by the 58 points per