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