Sunday, July 30, 2023

 

Tinsin: Mexican cuisine was always Goku's passion. He just didn't like to taco bout it. - 9 pts
Warren: goku: the downfall - 1 pt
Blamefulrednas: the correct way to use Krilin - 4 pts
Chadomancer: So you're *saiyan* you need help serving? - 11 pts, 6 vts
LukeMcNuke: You can't rush perfection. We're gonna need at least eleven more episodes of screaming at this meat before it's ready to serve. - 17 pts
Gregonzola: Goku goes HAM al pastor - 0 pts 
Armrestinc: His gyro level... it's over 9000! - 7 pts
HuntaNomad: When you

Bottom Text - 3 pts
Unconventionable: Larry finds out the hard way no to mess with Naruto's sister - 1 pt
Shakara: "Being a Super Saiyan didn't pay much, so Goku had to find other means to support himself financially." - 11 pts, 5 vts
blockhead77: Goku was determined to beat Sanji, at any cost... - 2 pts

231129
11
134
22211311
133233217
0
3317
213
11
2213311
22

Wednesday, July 26, 2023

 


LukeMcNuke: Well lads, I for one thoughoughly enjoyed the Barbieheimer experience. - 0 pts
Geodis: Irish people circa 1844 - 9 pts, 1 3
Billy Cob Joe: The True Family Sized Meal - 7 pts
PotatoPotLover: It's finally Fry-day! - 12 pts
teres Minor: When you run out of Ramen - 1 pt
Big dAdDy grImm: "Been spending most my life living in a vegan paradise..." - 6 pts
Soxfan196o: fry-tastic feast - 1 pt
powerturtle: "So, who ordered the fries?" - 11 pts
Valera: That new McDonalds-FiveGuys merger is nuts! - 5 pts, 3 vts
Colossus of Chronic: Here we see the National Hot Dog Competition Team warming up with french fries. - 5 pts, 2 vts
Senkaku: Healthy "Salad buffet" for the kids to enjoy. Potato is a vegitable - 8 pts
Unconventionable: This picture was taken at Micky's surprise birthday party. Micky doesn't like French Fries. - 9 pts, 2 3's
Chadomancer: I said a "LARGE" fries! - 4 pts

0
32229
2237
3213312
11
22116
11
11331211
1135
325
2338
31329
1214

Tuesday, July 18, 2023

Game Review: Triangulations

Sometimes game design involves taking ideas from other games and using them in ways unseen before. It would be too much to ask for game concepts built from the ground up all the time, but just as how two cooks can make two different dishes out of the same set of ingredients the key to this sort of synthesis is in how to bring the themes together. The less likely the concepts look like they go well together the more striking it is if the end result works beyond expectation.

In simple terms, Triangulations combines manipulation rummy games with strategic resource collecting based on grid geometry.  You start with a hand, a grid and two pawns, the goal is to have all the right cards to lay off in sets and runs. You have two options and both end with your hand growing, get used to this as the game ends once the supply runs out. The options are moving a pawn the same number of spaces as the card value underneath then drawing a card from the supply(you start the game with a delay of two jokers before you start drawing); and taking both cards from the opposite corners of the rectangle the two pawns make(the delay jokers are reset).

This is a game filled to the brim with long-term considerations: Every move you make has a consequence you will have to deal with. The freedom of movement given by high-value cards is rather deceptive; the possible landing spots are already based on whether the starting card is even or not. If you have a specific card in mind do note that you will have to take another one if it's on the grid, and now you have to consider both pawn tactics and foresight when it comes to the extra cards; it might not be until the game ends that a card will prove itself useful.

On their own, manipulation rummy and using corner coordinates on a board can't possibly mix but the main idea in play here is the latter, the former a result of putting a purpose to the mechanism. The mix works well with no part feeling out of place; rummy is rarely this strategic.

The basic card grid is 5 cards by 5 cards but other grids are possible and designers John and Liam Kean even give a few ideas.

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.

Sunday, June 25, 2023

Game Review: Island of Cards

Here's proof I can write a short review. Island of Cards has a simple opening layout and simpler rules. The goal is to fill the rest of the grid with cards, placing them one at a time. You can only place a card orthogonally next to another card of consecutive rank but not next to another card of the same rank orthogonally or diagonally. Game ends when the grid is complete or the deck runs out. Score is 49 minus blank spots on the grid plus remaining cards on the draw pile.

Simple yet effective, this game's low bar is fortunately also easy to think through. The rules are surprisingly forgiving even when considering the planning; you can play a move and need not worry too much about it screwing you over later on. The complicated scoring can be simplified by starting with a base score of 0.

The downside is the large area it takes up in physical play, but the tableau never moves. Island of Cards is easy to pick up and learn.

Wednesday, May 31, 2023

Game Review: Supreme Court Decision (solitaire)

Continuing the theme of emulating the mechanisms of government, Eric Miller does his take on the judicial process with Supreme Court Decision. While initially a solo trick-taking game, it can be played with two or three players, though this review will cover the solitaire.

You play the role of a lawyer trying to appeal to enough judges in the jury to make your case. The other side also has a lawyer so your goal is convince each judge enough to take your side, as represented through tricks.

Each jury has an odd number of judges of which you play to get the majority of. Judges are court cards and each rank has its own disposition(method of play) while their suit is the trump suit. Deal the cards between you, the other lawyer and the judge. Each trick starts with three of the judge's cards shown face up representing discussions. Before card play you can ask for clarity by drawing a fourth card and discarding one, this can only be done a few times per round. Either way, the majority color of the three cards signal who leads the trick, this is how every trick begins.

Your can lead any card to a trick but must follow suit otherwise any card can be played. Opponent play is by turning over two cards from its pile face up and following suit, otherwise the higher card will be played. Judges play depending on their rank: Kings will prefer to trump, Queens will follow suit but otherwise trump and Jack will follow suit but otherwise play the highest card. Equal choices of either opponent or judge play is decided by the player. Highest trump then highest of suit led wins the trick. The other two cards from the judge are then discarded.

Each round consists of seven tricks, a first stage of four then a second stage of three after a shuffle of the discard pile. Usually you win the judge if you win with the majority of tricks, but if you don't take the majority your opponent gets the judge if it has more tricks than you, but if the judge does who wins depends on the majority color on its discard pile. Winning all seven tricks gives the judge to the opponent; no judge likes a show-off.

From the get-go the game uses an unusual mechanic in who leads a trick, instead of the winner leading to the next the lead is dependent on the judge's cards. Initiative is important; you can control who wins the trick based on your lead. In the solitaire where your opponent plays rather randomly, though, there's still some surprises from the luck of the draw so do try to remember the unplayed card. A slam being a loss means skill in losing a trick.

Speaking of strategy, judges having personalities gives the whole court scenario some personality, it also forces you to change strategy every round, every round is also a different bunch of hands.

There are some downsides: The hands are never used up in a round, and the opponent's algorithm's unpredictability is hampered by its lack of satisfactory bite. Having to pick on behalf of the judge or the opponent when the choices are equal, while slightly tactical is also giving more to the player than needed. The game as it stands is essentially whist with asymmetrical goals, which might work with two players, but not as a solitaire.

But this only covers the solitaire, and as a solitaire it plays fine but can do with a more robust opponent.

Tuesday, May 16, 2023

Game Review: Optrita: Lines

Open information and trick-taking rarely go hand-in-hand, unless you're playing alone apparently. Optrita: Lines does this by adding a hint of strategy to a straightforward trick-taker. Chance and skill comingle in a push-your-luck style game of risk and foresight.

You face a grid of cards and a selected trump suit from a card in your hand for the round. Each trick starts with choosing a row or column and starting with the card on the perimeter, you turn each card one at a time until you reach a card of the same suit as the card played (this includes any cards already face up) and highest card wins the trick, taking out the relevant card from the grid. If you've revealed an entire row without following a suit, your card will lose to the lowest trump which you will remove unless there are no trumps and you win and can take any card from the row. You can only play a trick on a full row so you lose options on each subsequent trick. After all cards are played out the grid is refilled and another round is played.

First to a set number of points after a round wins, if the grid reaches the score you lose (it's implied it doesn't matter if you tie). Normally this is a race to 21, but a harder mode has your goal at 31 and the grid only needs 11 points for your to lose.

In this game your imaginary opponent can actually put up a fight and you're not at the mercy of a random number generator, not that such fights are inherently bad. In this game you always have the initiative that the grid counters through secrecy. The fog clears with every turn but danger still lurks, a different feel from a constant fear of ambush.

With every new piece of info comes lesser options every trick and revealed cards might be rendered less useful if you can't use them. The strategy of card play is between playing a card assessing a likely win and the grid tossing a possible wrench in your plans. 

The choice of trump is important, while the trump suit is only of use to the grid you still decide it, neutering any chances of being trumped can go along with working around them through cardplay. Since the chosen indicator card is out of play during the round that is also another factor to consider.

Optrita: Lines doesn't play like the usual trick-taking game, but in this game your opponent is more than just an algorithm to follow, but a diagram to analyze. It's is more fun to risk when you think you have enough information.