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Stupid Card Games

Posted: 15 Feb 2010, 22:27
by bobthedinosaur
Okay here is one I just made up (it looks confusing but it is really not if you actually get out a deck and try it):



-2 players

-Purpose of the game is to make the other player run out of cards in his hand

-Cards are split into 2 groups:
Units Cards: Black suits
and
Action Cards: Red suits

-Each player is dealt 10 cards, the remaining cards are put face down in the 'new stack'. Cards discarded are put face up in a 'discard stack'.


-There are 3 'fields' on the 'battlefield' (table), top, middle, bottom for 'deploying' unit cards

-At end of each turn the player draws a card, alternatively a player can discard a card from their hand and draw the top card from the discard pile.

-Each 'round' is made up of 3 'turns'

-The 1st turn: both players may deploy their Unit Card(s) face down into any three fields. This turn is not over until both players draw their cards. To discourage field swapping stalemates, the first player to end their portion of the turn by draw a card can look at it and place it face down next to the 'new stack' to swap with the card the other player draws at the end of their portion of the turn.

-Turn 2: Player 1 lays down any action cards (face up) in front of their unit cards, if they choose to attack.

-Turn 3: Player 2 lays down any action cards (face up)in front of their unit cards, if they choose to attack. The player who gos first alternates between rounds.

-Player may move or swap Unit Cards from one field to another during their Unit Deployment Turn, but a player may not look at his own cards that are deployed on the fields.

-Attacking and Defending:
During the Action Card turn, a player who plays an action on a unit card then flips over their unit card the action card was assigned to. That unit card is then seen as attacking and has a power equal to both the unit card's worth and the action card's worth. If the other player has any unit cards in the same field the non attacking player may chose to flip the unit card over to defend the attack. If a player choses not to defend the attacking player chooses 1 card from the other player's hand to discard (also known as a 'successful attack'). The attacking player can play an action card on any field in any order, but the defending player must decide if they wish to use their Unit Card's to defend before the next attack or before the end of the turn if there are no more attacks.
If the non attacking player choses to defend, the total power of the attacking Unit card and the action card are compared to the 'defensive power' of the defending card. Which ever 'Unit Card' ends up being less becomes the defeated unit and is discarded at the end of the turn. If both the attacking unit's total power with the action card and the defending Unit card's power are equal both are deemed defeated and become discarded at the end of the turn.

-Defensive power:
Defending Unit Card's 'defensive power' is the card's worth doubled, plus any cooperative powers.

-Cooperative powers:
Unit Cards in defense may get a +1 bonus for each adjacent (left and right fields are NOT adjacent, but a Unit Card in the center is adjacent to 2 cards) Unit Card of a straight (next/previous card number, ie:the number 5 Card can get a +1 for a 6 or 4 next to them) if the player wishes to use this option*. Also, if the Unit Card in defense is adjacent to a straight and flush card (straight and same suit) it will get a +2 for a cooperative power. When using cooperative powers the defending player must flip both the defending Unit Card and the card(s) that may give a cooperative bonus to the Unit, and the card(s) giving the cooperative bonus will not be able to defend against the attacking player's Unit Cards in the.

-When discarding lost cards from a battle the order goes from left to right from the attacker for each field, and in order of unit cards then action cards. So if 3 battles took place the order would go the defeated unit card in the left field (from the attacking player's view), and then the action card used in the attack on the same field. Next would be the defeated unit card in the center field, followed by the action card of the same field. And lastly the right field's defeated units and then the action cards.


-Card's Power Worth
Cards are worth their number in power, but for Royalty cards are worth 11 for Jacks, 12 for Queens and 13 for Kings, while Aces are worth 14 when defending (before doubling), but only 1 when attacking. However players who use a 'Gamble Action' (use '2' Action Card with a '2' Unit Card) will win in battle if defenders have a Royalty Unit Card in the same field.

So if any of you have some time. Try it with a friend and tell me how ti works out. I'd love to hear other's suggestions and their own stupid card games they've made up.