More clarity around 3+ player rules, formatting fun

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Dan Buch 2022-01-23 11:38:37 -05:00
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# Hyrule
A card game.
A card game for 2-7 players.
## requirements
Use standard 52-card playing deck, keeping Jokers. Shuffle however
you like. The game may be played with 2-5 players.
Use a standard card playing deck, keeping Jokers. Shuffle however
you like.
## dealing
Each player is dealt 7 cards, kept secret from other players.
## turn
## turns
There are two variations for taking turns. One is strictly a matter
of chance, and is recommended for younger players because it tends
to be faster-paced and has more of a *surprise!* element. The other
variation introduces an element of strategy and is better suited
for players with more _patience_.
There are two variations for taking turns. "Chance rules" is
strictly a matter of chance, and is recommended for impatient
players because it tends to be faster-paced and has more of a
*surprise!* element. "Strategy rules" introduces an element of
strategy and is better suited for players with more _patience_.
### turn: strictly chance
### chance rules
Each player select one card and places it face down in the middle
Each player selects one card and places it face down in the middle
playing area between themselves and other players.
One the count of 3, all said together in rhythm, each player flips
over their own card. Precedence rules apply and the winning player
On the count of 3, all said together in rhythm, each player flips
over their own card. Precedence applies and the winning player
takes all cards.
### turn: a bit of strategy
### strategy rules
On the first turn, the youngest player goes first. On each
On the first turn or when an equal number of cards have been
captured by each player, the tallest player goes first. On each
subsequent turn, the player with the most captured cards plays
first. The play order then proceeds counter-clockwise.
@ -40,9 +41,65 @@ cards.
## precedence
The following rules apply across suits and special cards. Cards
within a single suit are compared with higher-value cards winning.
Cards are counted from ace (1) through king (13).
The following rules apply across suits with the exception of
*jokers and fives* (explained below). Cards within a single suit
are compared with higher-value cards winning. Cards are counted
from ace (1) through king (13).
Ways to think about these rules could include:
- "rupee buys bomb" / money buys weapon
- "rupee buys sword" / money buys weapon
- "bomb blows up sword" / range weapon beats melee weapon
- "bomb blows up heart" / range weapon beats unarmed
- "sword cuts through heart" / melee weapon beats unarmed
- "heart is stronger than rupee" / love conquers money
**NOTE:** In the case of a turn that involves 3 or more cards, the
presence of both diamonds *and* hearts will result in the
highest-value heart winning the turn.
### diamonds ("rupees")
Beats:
- clubs ("bombs")
- spades ("swords")
### clubs ("bombs")
Beats:
- spades ("swords")
- hearts
### spades ("swords")
Beats:
- hearts
### hearts
Beats:
- diamonds ("rupees")
### jokers ("tingles")
Beats everything except *fives*
### fives
The 5 of a given suit will be granted special status *only* when
played against a joker ("tingle") and will win with the following
sub-precedence, which is roughly the inverse of the main
precedence:
- 5 of hearts
- 5 of spades / "master sword"
- 5 of clubs / "bomb cluster"
- 5 of diamonds / "blue rupee"
## scoring
@ -51,45 +108,81 @@ cards is the winner. The face values of the cards is not considered
at scoring time. A draw may be handled in a "run-off game" or
ignored as you like.
### diamonds ("rupees")
## examples
beats:
In the following examples, the **winning card** is highlighted at
the top of each list, followed by an explanation for the outcome.
- clubs ("bombs")
- spades ("swords")
### 2-player
### clubs ("bombs")
- **2 of clubs**
- 2 of spades
beats:
Clubs are higher-value than spades, or "bomb beats sword".
- spades ("swords")
- hearts
---
### spades ("swords")
- **2 of clubs**
- ace of clubs
beats:
Cards within the same suit are compared at face value with aces
being *1*.
- hearts
---
### hearts
- **ace of hearts**
- king of diamonds
beats:
Hearts take precedence over diamonds, or "love is stronger than
money".
- diamonds ("rupees")
---
### jokers ("tingles")
- **joker**
- king of hearts
beats everything with the exception of one of the special cards
listed below.
The opposing card is not a *five*, or "tingle takes _(thing)_".
### special cards
---
these cards will be granted special status *only* when played
against a joker ("tingle") and will win with the following
sub-precedence, which is roughly the inverse of the main
precedence:
- **5 of spades**
- joker
- 3 of hearts ("three hearts")
- ace of spades ("master sword")
- 5 of clubs ("bombs")
- 5 of diamonds ("blue rupee")
The 5 of any suit will beat a joker given its special item status
in that scenario, or "tingle is distracted by the beauty of
_(thing)_".
### 3-player
- **2 of diamonds**
- 2 of clubs
- 2 of spades
Diamonds have higher precedence than clubs and spades, and there
are no hearts present.
---
- **6 of clubs**
- 6 of spades
- 6 of hearts
Clubs have higher precedence than spades and hearts, and there are
no diamonds present.
---
- **8 of hearts**
- 8 of diamonds
- 8 of spades
When both diamonds and hearts are present, hearts is highest
precedence.
---
- **king of diamonds**
- jack of diamonds
- queen of diamonds
Within the same suit, cards are compared by face value.

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build:
pandoc -r markdown -w pdf -o README.pdf README.md