“Vampire”, something like chor tai dii:
- This is a game for 4 or more people and a deck of 52 playing cards plus 2 jokers.
- Start by drawing 6 cards from the pile, downturned and shuffled
- Black cards are wards of evil
- Red cards are blood the evil wants
- Joker cards are the vampires a player may become
- A player must lay down his hand such that if any one player has a joker, that vampire will pass by
- For example: The vampire may eat the blood of a Queen if not a King so K wins over Q
- For example: The vampire is scared off by a cross or stake of 1,2,3,4 in black cards
- Maybe other combinations of red plus black are also good, need to experiment
- Once given vampire, there are 2 strategies, deny the bloodlust or hide it until you can strike
- A joker rejected makes the rounds to the weakest player
- A joker received may be used at any time to bite and turn any player who loses, into a vampire too
- If you are a vampire or a priest, the objective is the same, not to lose your hand, just that this criteria is different for each type of player.
- The reason for 2 Jokers used, is for suspense. Nobody knows if there is another vampire!
- When a vampire or priest lays down all his cards, he wins the game just like poker. But the vampire and priest have to battle while playing different combos and strategies. That is the fun.
- For example: a priest will lay cards to avoid his red being consumed and used against his black
- For example: a vampire will lay cards to avoid being staked by black cards while taking the red and winning the combo round
- This is a game of unpredictable twists and tenacious strategy. Receive the darkness or guard against it with every move, or switch when you can win.
The above card game, I invented and is free to play and teach. The next game I also invented is called, “Missing” also played with a deck of 52 cards, no jokers.
- Each player, there can be up to 6, draws 7 cards from a down turned shuffled stack.
- The rules are something like Blackjack. A player throws out a seed, a high card hoping it cannot be ‘found’ i.e. it is missing, then the winner of the hand is the one who ‘retrieves’ the so called missing card. He plays the next missing, double or nothing.
- The stakes get higher snd higher with each player betting his combos that the missing card(s) must not be retrieved.
- Who takes the most cards in wins the round, even the game itself, one of high stakes and nerves if steel.
Finally, to fill these trying war / disaster times, a game called, “XO” which is something like solitaire but for more players.
- X is black cards, O is red cards.
- Players try to make xoxoxo… combinations laid out in the center of the table.
- The value of each row is sum of positive X, negative O
- If negative, then the next row stars oxoxox…
- The winner of each row gets to start the next row
- He can choose the highest card from a previous row to make his play or the lowest depending on oxox or xoxo direction, or his strategy
There is some down time. I own a pack of very nice US-made Aladdin 1001, and am inventing new variants of card games to play such as “Diplomat”:
- This game is a teamwork game for 4-6, a bit like bridge.
- Unlike bridge, players have to guess who is their true partner(s) and how long the relationship lasts
- A player must take 6 cards. He may pass (key) cards to a ‘friend’ or ‘rival’ to test him or her
- Players must not let on they are friends or rivals despite sharing cards
- They may not ask for a card or display shared cards.
- Finally, ‘war’ is declared once allegiances are formed and the players divided into 2 camps.
- The camp that wins is the quickest to finish their cards, shared or otherwise.
Due to being prevented from my art, I decided to make a game for Tarot. It has to be simple. I own the Ethereal Visions deck, second hand as it is expensive, but never thought objectively about it.
- This is a game for Tarot obviously called “Tell me my Future”
- It is played by 4 players
- The deck is placed face down into the Major and Minor arcana. Players take from both major and minor stacks.
- Before the game is played, players must know basic astrology to tell one another their future in brief.
- So each player compares their cards to see if the ‘future’ told by each one, and expressed by their cards is correct.
- The correct teller must carry on seeing until he fails, then he must not tell again until the next game round.
- The winner is the one who tells the most compelling future that comes true, by vote.
- The chart on astrology will be provided here soon for download, maybe tonight. The pics
Been working on and off teaching gospel via my blogs, while completing my essay on human rights. Because I’m retired, there’s no hurry but I always wanted to improve SteveJacksonGames Cthulhu. So here goes:
- A simple map is drawn on a piece of scrap paper. It should have a hallway and various rooms that are interconnected in random ways. Players roll the dice to proceed from room to room, past door guard demons of varying strength. A whip is one step, tentacle, back one step, and the other signs allow a door to be unlocked.
- Inside each room, the game master must place a magic object / weapon which aids a simple quest -to exit the maze of hallways and rooms before the others
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