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Card game

Brilliand

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Most of the forum games are making lists; I want to put something in here that involves strategy.
i've spent some time making a card game, anyone familiar with Yugioh or any other trading card game should understand this one, except that this one is nonviolent and includes no mention of witchcraft.
The rules:
-Each player must build his or her own deck. This consists of looking over a list of cards I post and making your own list of the particular cards you wish to use (you may use each card up to 5 times and must have a total of at least 30 cards in a deck).
-Each player starts the game by shuffling the deck and drawing five cards. The game uses the Mulligan rule, which is taht before the first turn starts either player may shufffle his or her hand back into the deck and draw one fewer cards. You may do this as many times as you like, but it is disadvantageous unless you really drew a poor hand.
-At the beginning of each turn except your first turn, draw one card. if you have already drawn all of the cards in your deck, just skip this; you don't lose automatically.
-Next, select as many "workers" (one of the two types of card) as you like with a total "presence" of no more than half of your total presence. These cards remain on the field.
Your total presence is equal to the total presence of all of your workers that are on the field, plus ten, minus the number of your turns that have ended.
-Finally, you may play as many "methods" (the other type of card) as you like, one at a time. You may not play a method with a presence greater than the total presence of both players. In order to play a method, you must select one worker with a "skill" at least as high as that method's skill. You may not use the same worker for two different methods during the same turn.
-When you are done playing methods, end your turn and reduce your total presence by 1.

A runnign total must be kept of the total presence of both players. If at any time there is a worker on the field with a presence of more than a quarter of the total presence of the field, that worker is discarded.
A player loses when his or her total presence becomes negative. This gives the player to play second an advantage: if that player completely neglects to play anything and the first player does a poor job of development, all of the workers will die and player 2 will win after 11 of player 1's turns pass.

Post here with questions or with your deck if it is ready.
Available cards:
Workers:
-Eager Child (Worker, 1 presence 0 skill): When you play Eager Child, draw a card.
-Trainee (Worker, 2 presence 1 skill)
-Novice (Worker, 3 presence 2 skill)
-Agent (Worker, 4 presence 4 skill)
-Craftsman (Worker, 5 presence 5 skill)
-Secret Agent (Worker, 5 presence 3 skill): When you play Secret Agent, return one worker on the field to the hand.
-Master Agent (Worker, 6 presence 4 skill): While Master Agent is on the field, all of your opponent's methods have 4 more presence.
-Nuisance Agent (Worker, 7 presence 5 skill): While Nuisance Agent is on the field, all of your opponent's methods have 1 more skill.
-Master Craftsman (Worker, 8 presence 6 skill): While Master Craftsman is on the field, all of your methods have 5 less presence.
-Unheeding Puzzler (Wokrer, 4 presence 7 skill): Whiel Unheeding Puzzler is on the field, all you methods have 1 more skill.
-Teacher (Worker, 9 presence 5 skill): When you play Teacher, all of your workers get 1 more Skill.
-Genius (Worker, 10 presence 12 skill)
-Executive (Worker, 17 presence 20 skill)
-Sly Executive (Worker, 20 presence 14 skill): When Sly Executive uses a method, it is activated twice.
-Learner (Worker, 5 presence 0 skill): After you play Learner, increase Learner's Presence by 1 and its Skill by 2 each time you play a card.

Methods:
-Embolden (P=30,S=3): Increase the Presence of one worker on the field by 5.
-Intimidate (P=25,S=3): Decrease the Presence of one worker on the field by 5.
-Wail (P=5, S=1): Double the Presence of the user.
-Empower (P=20,S=1): Increase the Presence and SKill of the user by 1.
-Obsess (P=20, S=10): Decrease the Skill of the user by 6 and draw 2 cards.
-Knockout (P=60, S=18): Return any number of workers on the field to the hand. Their total presence can't be more than 15.
-Treachery (P=80, S=20): Return one worker on the field to the hand. Every worker with a Presence of less than 1/4 that worker's presence are discarded.
-Abandonment (P=100, S=15): Retunr one worker on the field to the hand and reduce the Presence of one worker on the field by the first worker's presence.
-Pep Talk (P=40, S=15): Increase the Presence of all of your workers by 2.
-Mocking Speech (P=50, S=12): Decrease the Presence of all of your opponent's workers by 2.
-Confusion (P=20, S=16): Decreae the Skill of all of your opponent's workers by 1.
-Demotion (P=30, S=5): Decrease the Skill of the user by 4 and draw a card.
-Promotion (P=35, S=5): Increase the Skill of the user by 4 and draw a card.

That should be plenty.
 

Brilliand

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What's this? No response? OK, I'll play a game against myself. That might give anyone willing to play a better idea of how the game is played.

Player 1's deck:
5 Learner
5 Eager Child
5 Secret Agent
2 Sly Executive
2 Unheeding Puzzler
2 Demotion
2 Promotion
2 Pep Talk
2 Abandonment
Knockout
Intimidate
2 Obsess

Player 2's deck:
3 Eager Child
3 Novice
3 Trainee
3 Agent
3 Craftsman
3 Secret Agent
2 Genius
Executive
Knockout
Treachery
Empower
Obsess
Wail
2 Embolden
2 Intimidate

Pregame Draw:
Player 1:
Obsess
Unheeding Puzzler
Secret Agent
Eager Child
Secret Agent

Player 2:
Secret Agent
Agent
Secret Agent
Eager Child
Empower

Turn 1:
Player 1 plays Unheeding Puzzler and Eager Child. He draws Eager Child.
Player 1 plays no methods and ends his turn
Player 2 plays Secret Agent, returning Unheeding Puzzler to the hand.
Player 2 plays Empower with Secret Agent (now 6/4)

Player 1 has a 5-card hand and one Eager Child(1/0) on the field.
Player 2 has a 3-card hand and one Secret Agent(6/4) on the field.
Total field presence: 25.

Turn 2:
Player 1 draws Sly Executive, then plays Unheeding Puzzler and Eager Child. He draws Sly Executive.
Player 1 plays no methods and ends his turn.
Player 2 draws Novice. He plays Novice and Secret Agent. Unheeding Puzzler returns to the hand again.
Player 2 plays no methods and ends his turn.

Player 1 has a 6-card hand and two eager children (1/0) on the field.
Player 2 has a 2-card hand and three workers (6/4,5/3,2/1) on the field.
Total field presence: 31

Turn 3:
Player 1 draws Learner and plays it.
Player 1 plays no methods and ends his turn.
Player 2 draws Novice. He plays Novice, Agent and Eager Child. He draws his last Secret Agent.
Player 2 plays no methods and ends his turn.

Player 1 has a 6-card hand and three workers (1/0,1/0,5/0) on the field.
Player 2 has a 1-card hand and six workers (2/1,4/4,1/0,6/4,5/3,2/1) on the field.
Total field presence: 41.

Turn 4:
Player 1 draws Eager Child. He plays Eager Child and Secret Agent, returning Agent to the hand and drawing Unheeding Puzzler.
Player 1 plays no methods and ends his turn.
Player 2 draws Embolden. He plays Secret Agent, returning his own Secret Agent (6/4) to the hand.
Player 2 plays Embolden with Secret Agent (5/3), targetting Learner.

Player 1 has a 6-card hand and five workers (three 1/0, one 12/4, one 5/3) on the field.
Player 2 has a 1-card hand and five workers (2/1,5/3,1/0,5/3,2/1) on the field.
Total field presence: 47. (Player 1: 26,Player 2:21)
Learner now dies, having a presence of 12, which is more than 1/4 of the total field presence.
Total field presence: 35. (Player 1: 14,Player 2:21)

Turn 5:
Player 1 draws Secret Agent and plays it, returning an opposing Secret Agent to the hand.
Player 1 plays no methods and ends his turn.
Player 2 draws Trainee. He plays two Secret Agents, returning both opposing Secret Agents to the hand.
Player 2 plays no methods and ends his turn.

Player 1 has an 8-card hand and three workers (all 1/0) on the field.
Player 2 has a 1-card hand and six workers (2/1,5/3,5/3,1/0,5/3,2/1) on the field.
Total field presence: 33. (Player 1: 8,Player 2:25)

Turn 6:
Player 1 draws Promotion. He plays Unheeding Puzzler.
Player 1 plays Promotion with Unheeding Puzzler. He draws Abandonment.
Player 2 draws Genius. He plays no workers.
Player 2 plays no methods and ends his turn.

Player 1 has an 8-card hand and four workers (three 1/0, one 8/7) on the field.
Player 2 has a 2-card hand and six workers (2/1,5/3,5/3,1/0,5/3,2/1) on the field.
Total field presence: 39. (Player 1: 15,Player 2:24)

Turn 7:
Player 1 draws Learner and plays it.
Player 1 plays no methods and ends his turn.
Player 2 draws Trainee. He plays Genius and Novice.
Player 2 plays no methods and ends his turn.

Player 1 has an 8-card hand and five workers (three 1/0, one 8/7, one 5/0) on the field.
Player 2 has a 1-card hand and eight workers (2/1,5/3,5/3,1/0,5/3,2/1,2/1,10/12) on the field.
Total field presence: 53. (Player 1: 15,Player 2:38)

Turn 8:
Player 1 draws Demotion. He plays no workers.
Player 1 plays no methods and ends his turn.
Player 2 draws Intimidate. He plays no workers.
Player 2 plays Intimidate with Genius, targetting an opposing Eager Child.

Player 1 has a 9-card hand and five workers (-4/0,1/0,1/0,8/7,5/0) on the field.
Player 2 has a 1-card hand and eight workers (2/1,5/3,5/3,1/0,5/3,2/1,2/1,10/12) on the field.
Total field presence: 46. (Player 1: 9,Player 2:37)

Turn 9:
Player 1 draws Intimidate. He plays no workers.
Player 1 plays Demotion with Unheeding Puzzler. He draws Secret Agent.
Player 2 draws Eager Child and plays it. He draws Novice.
Player 2 plays no methods and ends his turn.

Player 1 has a 10-card hand and five workers (-4/0,1/0,1/0,4/7,6/2) on the field.
Player 2 has a 2-card hand and nine workers (2/1,5/3,5/3,1/0,5/3,2/1,2/1,10/12,1/0) on the field.
Total field presence: 41. (Player 1: 5,Player 2:37)

Turn 10:
Player 1 draws Learner. He plays no workers (Not enough Presence).
Player 1 plays no methods (If he played Intimidate, he would lose by Genius leaving, then Learner leaving) and ends his turn.
Player 2 draws Novice. He plays no workers.
Player 2 plays no workers and ends his turn.

Total field presence: 39.
Genius leaves.
Player 1 has an 11-card hand and five workers (-4/0,1/0,1/0,4/7,6/2) on the field.
Player 2 has a 3-card hand and eight workers (2/1,5/3,5/3,1/0,5/3,2/1,2/1,1/0) on the field.
Total field presence: 29. (Player 1: 4,Player 2:26)

Turn 11 (Both players now have a base presence of 0):
Player 1 draws Learner. He still can't play anything.
Player 2 draws Knockout. He doesn't play anything either.
A relatively simple countdown ensues.

Total field presence: 27. (Player 1: 3,Player 2:25)

Turn 12:
Player 1 draws Eager Child but doesn't play any workers (it would cause Learner to leave).
Player 2 draws Trainee. He doesn't play anything.

Total field presence: 26. (Player 1: 3,Player 2:24)

Turn 13:
Draw Learner,Nothing.
Draw Embolden, play it using Secret Agent targetting Learner. Learner (now 11/2) leaves.

Total field presence: 19. (Player 1: -4,Player 2:24)
And that's game, player 2 wins.
 
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Brilliand

Benevolent dictator for hire
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Angelwannabe, could you be more specific? I don't know how to answer a question mark.

CatholicRock, do you mean you understand this game or are you referring to a game named Snap? If the latter, how do you play Snap?
 
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