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Contest: Card game!

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Jun 14, 2005, 03:10 PM
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Arrow Contest: Card game!

A lot of previous art contests didn't work out. Hence, something completely different! In this contest, your goal is to design a cardgame to go with these 32 cards:

One, two, three, four.

The game can only use these cards (it does not need to use all of them, though), and nothing else. All entries must be in by July 1st, and will be judged by a highly trained board of everything specialists.

The prize? The winner will get a picture of whatever they request drawn by (your choice) either Radium (E.g. 1, 2, 3, 4) or Risp (1, 2) disclaimer: Risp does not guarentee the quality of any non-Rispbot characters. Limit one drawing for winner.).

So... get CARDGAMING!

Last edited by Radium; Jun 14, 2005 at 04:35 PM.
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Jun 14, 2005, 03:19 PM
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have this wonderous card game in mind, where you have three stats, one for each hero, and you can attack other people by comparing their stats and... oh, wait. That's the cardgame that you made the cards for. It sucked, anyway, so.. nevermind.
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Jun 14, 2005, 04:25 PM
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Bleh. Trying to think of something strategic with these. A few select cards kinda ruin several ideas i had.
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Jun 14, 2005, 04:36 PM
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Quote:
Originally Posted by Blackraptor
Bleh. Trying to think of something strategic with these. A few select cards kinda ruin several ideas i had.
I changed a rule to make it easier. I figured if so many card games disclude the joker from a regular deck of cards, why not allow the same thing.
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GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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Jun 14, 2005, 04:41 PM
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I've got it.

The cards are shuffled into one big pile, from which each player gets three cards.
The goal of the game is either to be first to fifteen points, or have every other player drop to -15.

On each player's turn, that player has four choices.
1. Draw a card
2. Use a card in your hand (+ cards add points, - cards subtract points from other players)
3. Use a prism card
4. (If you have no cards in hand) Draw two cards

When a card is used, it gets shuffled back into the pile.

This way, I have made the third nipple card useful, another player may get bad luck and take it from another player using the prism.
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Jun 14, 2005, 04:50 PM
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Nice idea, Maniac, just one question: Does a - card subtract from a single player or all players?
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<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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Jun 14, 2005, 05:12 PM
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Is there a maximum amount of submissions? ;d
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Not too many (1-3, at the most). And if you just submit one thing with a bunch of alternative versions, the judges will consider that. Try to make them vastly different, at least.
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GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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Jun 14, 2005, 06:00 PM
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Okay. I'll give it a shot I guess.

First, the deck is shuffled (duh =P)
Then, each player gets 25 points. (This is the starting amount; once a player reaches 0 points he or she is eliminated (point increase/decrease will be explained later).

The main goal of the game is to make the best hand possible out of the given hand, where the best hand is the one closest to the number 0.

Then, each player would be dealt 3 cards (face down; so they wouldnt be visible to other players). The player who dealt the cards, or the player in the clockwise direction of the dealer goes first (turns should go clockwise) in the case if the dealer is not playing. Before seeing the cards, that player must wager in 1 or their points, and the player going after must wager 2.
Then, every player can privately see their own hand of 3 cards. The player following the player who wagered 2 pts goes. He or she can either put in 2 of their points, or "defect". If they "defect", they are out for the current round (probably because they have a bad hand) and they wouldnt lose anything. If a player decides to "Defect" somewhere mid round when its their turn, they would lose all the points they already wagered in during that round (so say someone put in 2 points one turn, then when their turn comes again they do not want to risk putting in more points cause they dont have a winning hand, they defect for the current round and the 2 points they wagered in are gone.

A player could also increase the point amount currently needed. (Say someone wagers 2 points, another player could for instance double the needed wager to 4).

If a player in the middle of the circle wagers a higher amount, everyone must have had points equivalent to that amount wagered in before the next step occurs.
(ex. Player 1 wagers 1 point, Player 2 and 3 both put in a point, Player 4 decides to increase to 2 coins. Player 5, who hasnt gone yet, must put in 2 points, but players 1, 2, and 3 must put in only 1 point at least, because they already have one of their points wagered already (1+1 = 2!!!). Note that the players who were forced to put in the points before even seeing their hands count in the wager amount, so technically the minimum wager should be two, because thats what the 2nd person is forced to pay.

The next step occurs when the turns return to the first player who needs not put in any more points in the wager, because they have the current set amount in already.

Next phase, 1 card is placed face down (Irrelevant card, prevents predictability or cheating), and then one card face up above it. Players must think of the best way they can combine their hands with that card to make the number closest to 0.

IMPORTANT NOTE: 4 cards must be included in the combination to make the best card. Since there will be 2 cards placed on the table, and 3 in the players hand, the player could choose any 1 of the 5 cards to disclude in their combo.

During this step when the first card is revealed, players must make a new circle of bidding (except this time, the wager could be anything since its a new step (although the wagered points still remain as the "prize"). The first player to bid in this round has a choice. He or she could either "Pass", which means they would set the wager for the step to 0 points, they could "Wager", putting in at least 1 point and making everyone have to have at least 1 point in the wager for this round, or "Defect". If the player selects "Pass", the next person to go can choose to do so too, but once somebody breaks a pass by wagering in at least 1 point, there could be no more "Passes" during the step.

Next round, another card is placed face down (Also irrelevant) and a 2nd above that, face up. The circle starts again, with a new round of bidding following the same rules as last time, except now all the possible cards are revealed. The players who hadn't defected yet do one more round of bidding, and then once its over they reveal their hands, and say what card they disclude for their combination. The player who has the closest to 0 wins all the wagered points for the round (Starting from the first step).

If for any reason there is a tie for the prize (like one person has a total of 2, and the other also a 2 or a -2), the prize is split 50/50. If even then there is an odd number of points in the wager (say 11), then the person out of the ones that tied whose 5th card closest to 0 gets the remaining point.

After this, all the cards are put back into the deck and they are re-shuffled and a new round begins.

The winner of the game is the last one who has a point amount of at least 1.

OTHER IMPORTANT RULES:
DISCLUDED CARDS: The prisms are discluded from the game. Although they might be fun to use to trade cards randomly with a teammate, it would just get overly confusing and wont work.

If a player puts in an amount of points in a wager that the next player does not have (say, player 1 wagers 15 points, but player 2 has only 12), and the next player still wishes to continue going, they must put in all their points (12) and this is set as the new wager. Anyone who has put in more than the total amount of points required during that step (like the player who wagered in 15 for example) withdraws any excess points and they are returned to the respective player who put them in (so player 1 would get 3 points back).

If you find any flaws in this, feel free to point them out and I'll see how i can fix them.
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Jun 15, 2005, 05:22 AM
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I don't get anything what do i have to do here...to draw some cards with monsters with powers or what?
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Jun 15, 2005, 05:33 AM
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You need to make a card game using those cards. Like, a set of rules to use them.
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Jun 15, 2005, 06:30 AM
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Radium..is this what I have to do?
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Jun 15, 2005, 06:32 AM
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No, see Risp's post above.
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GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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Jun 15, 2005, 06:51 AM
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As in, you have to use the cards posted. You can not make new cards. The only cards you can use are the ones Radium posted links to. New cards are not allowed to be added. If you want I can start chanting.
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TEH SIMPLY CARD GAME IDEA =DDDDDDDD

Each player picks five cards from the deck. There are, at most, 6 players. Whoever has the highest negative wins!

This also makes getting the Prism cards a bad thing, but who cares?
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Title: Action Game, Now!

Here are the rules for my card game, Action Game, Now!
  • First of all, the game requires exactly three players.
  • Each player starts the game with zero (0) points.
  • The game will begin with the players standing in a triangle formation.
  • Setup:
    -= The dealer sorts the cards into four piles (face down), one pile for the cards of each character, and the fourth pile will be the prism cards. The dealer does not let the two other players know which pile of cards has which character on it.
  • Playing the Game:
    -= Have the dealer (whomever sorted the cards) pick up the fourth pile, close their eyes, and see how far he/she can throw it. Have the other two people pick one of the three remaining piles of cards. Each player shuffles their pile, and turns over the card on top. The number on each players' card will then be added to that players' own score.
    -= The person to the left of the dealer will begin to count down from 10, all the way down to zero, out loud. Simultaneously, the person to the right of the dealer will politely inform the dealer of the name of the character on their cards. The same thing will then be done, but the two people will switch roles.
    -= Next, each player will chuck their deck of cards away from them, but not in such a way as to harm anyone else. The dealer will then shout, "On your mark, get set, go!" Then, each player has to scramble to pick up as many cards as they wish. (Yes, the dealer is playing too.) Once you touch or pick up a card, you may not put it down agian, or refuse to pick it up. If you do, you are a filthy cheater. After each player is satisfied with what cards they managed to beat their opponents to, the numbers on each of their cards will be added to their scores. (Even if you picked up a card without your character on it, you still get the points.) (And yes, negative numbers can be added, for those of you who are not very good at math.) The two Double Prism cards will each count as two points, and the Magic Prism card steals a point from each opposing player.
    -= The dealer then has to check to see if any cards are still on the floor, table, plants, or wherever they might have landed. Of the cards that are left, the person who had the pile of the character on any of those cards will then lose twice that amount of points, if it is a positive number. If it is a negative number, they will multiply the number by negative two, then they lose the resulting amount of points.
    -= Lastly, if you have the Magic Prism card and both of the Double Prism cards, and you now have a lower score then you did at the beginning of the round, then you take your total point loss, and add it to what you had at the start of the round. This is now your score, regardless of what you had lost. The next round now begins, and the person to the left of who was the dealer is now the dealer.
  • Winning:
    -= The winner is the player that has the largest numeric value of points after six rounds. If that player is a filthy cheater, as is described above, then they must be honest and pass their title of 'winner' to the person to their left.

Last edited by Ae; Dec 23, 2005 at 12:58 PM. Reason: made BULLET POINTS and INDENTS.
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Seems to me like Rad forgot about this ;o.
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I'm in Alabama for the rest of the week D=. This postpones the deadline, I guess.
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GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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Yeah, and you are helping by drawing more attention to this thread.
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Quote:
Originally Posted by Mr. Quote
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Originally Posted by Whiteraptor
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Originally Posted by BlackQuoter
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Okay. I'll give it a shot I guess.

First, the deck is shuffled (duh =P)
Then, each player gets 25 points. (This is the starting amount; once a player reaches 0 points he or she is eliminated (point increase/decrease will be explained later).

The main goal of the game is to make the best hand possible out of the given hand, where the best hand is the one closest to the number 0.

Then, each player would be dealt 3 cards (face down; so they wouldnt be visible to other players). The player who dealt the cards, or the player in the clockwise direction of the dealer goes first (turns should go clockwise) in the case if the dealer is not playing. Before seeing the cards, that player must wager in 1 or their points, and the player going after must wager 2.
Then, every player can privately see their own hand of 3 cards. The player following the player who wagered 2 pts goes. He or she can either put in 2 of their points, or "defect". If they "defect", they are out for the current round (probably because they have a bad hand) and they wouldnt lose anything. If a player decides to "Defect" somewhere mid round when its their turn, they would lose all the points they already wagered in during that round (so say someone put in 2 points one turn, then when their turn comes again they do not want to risk putting in more points cause they dont have a winning hand, they defect for the current round and the 2 points they wagered in are gone.

A player could also increase the point amount currently needed. (Say someone wagers 2 points, another player could for instance double the needed wager to 4).

If a player in the middle of the circle wagers a higher amount, everyone must have had points equivalent to that amount wagered in before the next step occurs.
(ex. Player 1 wagers 1 point, Player 2 and 3 both put in a point, Player 4 decides to increase to 2 coins. Player 5, who hasnt gone yet, must put in 2 points, but players 1, 2, and 3 must put in only 1 point at least, because they already have one of their points wagered already (1+1 = 2!!!). Note that the players who were forced to put in the points before even seeing their hands count in the wager amount, so technically the minimum wager should be two, because thats what the 2nd person is forced to pay.

The next step occurs when the turns return to the first player who needs not put in any more points in the wager, because they have the current set amount in already.

Next phase, 1 card is placed face down (Irrelevant card, prevents predictability or cheating), and then one card face up above it. Players must think of the best way they can combine their hands with that card to make the number closest to 0.

IMPORTANT NOTE: 4 cards must be included in the combination to make the best card. Since there will be 2 cards placed on the table, and 3 in the players hand, the player could choose any 1 of the 5 cards to disclude in their combo.

During this step when the first card is revealed, players must make a new circle of bidding (except this time, the wager could be anything since its a new step (although the wagered points still remain as the "prize"). The first player to bid in this round has a choice. He or she could either "Pass", which means they would set the wager for the step to 0 points, they could "Wager", putting in at least 1 point and making everyone have to have at least 1 point in the wager for this round, or "Defect". If the player selects "Pass", the next person to go can choose to do so too, but once somebody breaks a pass by wagering in at least 1 point, there could be no more "Passes" during the step.

Next round, another card is placed face down (Also irrelevant) and a 2nd above that, face up. The circle starts again, with a new round of bidding following the same rules as last time, except now all the possible cards are revealed. The players who hadn't defected yet do one more round of bidding, and then once its over they reveal their hands, and say what card they disclude for their combination. The player who has the closest to 0 wins all the wagered points for the round (Starting from the first step).

If for any reason there is a tie for the prize (like one person has a total of 2, and the other also a 2 or a -2), the prize is split 50/50. If even then there is an odd number of points in the wager (say 11), then the person out of the ones that tied whose 5th card closest to 0 gets the remaining point.

After this, all the cards are put back into the deck and they are re-shuffled and a new round begins.

The winner of the game is the last one who has a point amount of at least 1.

OTHER IMPORTANT RULES:
DISCLUDED CARDS: The prisms are discluded from the game. Although they might be fun to use to trade cards randomly with a teammate, it would just get overly confusing and wont work.

If a player puts in an amount of points in a wager that the next player does not have (say, player 1 wagers 15 points, but player 2 has only 12), and the next player still wishes to continue going, they must put in all their points (12) and this is set as the new wager. Anyone who has put in more than the total amount of points required during that step (like the player who wagered in 15 for example) withdraws any excess points and they are returned to the respective player who put them in (so player 1 would get 3 points back).

If you find any flaws in this, feel free to point them out and I'll see how i can fix them.

HOW BORED WERE YOU, MAN?!
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The game would either contain two equal teams (1v1, 2v2, ect.) or be free for all.

In team games, you would have your turn with your team and once everyone in your team is done playing their turn, the turn passes unto to your opponent team. During your turn, you choose which opponent to have your played cards affect, but only you could play cards against that opponent (till the end of your team's turn).

In free for all, your played cards would affect the opponent on your right and you would be affected by the actions from the opponent on your left (assuming an order of a circle). Players would get their turns in order of the clock.

Each player would have a deck of the 32 cards (shuffled, facing down) and start with drawing 4 from the deck. The 4 drawn cards are considered 'your hand' and should be hidden from your opponents.

During your turn:

- You start with drawing 1 card from your deck and adding it to 'your hand'.
- You may play up to 2 cards from 'your hand'.
- You cannot play more than 1 card of the same type (ie. no playing 2 cards of Lord Burn).
- You must play at least 1 card.

Cards you play must be from your hand and moved into a special pile that is considered of 'discarded cards'. If you cannot play any cards in this way, you have lost the game.

In team games, once lost you are not with your team anymore, and an opponent would have to pass their play every of their turns (although a smart team would always have the opponent with the weakest offensive cards pass and save up).

Cards with a negative number (ie. Action Steve's Action Tights, -5) would move that number of cards from your (target) opponent's deck to their 'discarded pile'.

Cards that have a positive number (ie. Triple Midnight's Glowing Thing, +3) would take a number of cards from the top of the discarded pile (created from the method above) and require you to shuffle them back into your deck (if you have none, then they have the same effect as number 0, described somewhere below).

Cards with a described effect (ie. Double Prism) would require you to do that action (taking cards from opponents must be taken from their hand).

Cards with number 0 (ie. Action Steve's Third Nipple) have no affect and are considered useless, but can still prove a use against other card effects such as Double Prisms.

Covers all, doesn't it?

Last edited by MoonBlazE; Jul 8, 2005 at 12:02 AM. Reason: Clarified a few rules.
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Has anybody won yet?
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I'll work with judging as soon as I get a chance. Stuff came up.
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GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

<i>"This picture shows me that the gray bird man is just a bully and picks on smaller birds. Just because he has no friends and takes it out on others smaller than him to look good. I can see in the parrats eyes that it does however have a understanding of the gray bird man and is upset about getting cut."</i> - Speeza on cartoon birds.
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