Dark cards have a level and a Power value. The number of Dark cards that can be on a single World card is equal to that World card's level. A Dark card can only be played if its level is equal to or less than an opponent's combined world levels.
World Cards : World cards are played on top of one another and can only be played once per turn. When the total of a player's World card's levels is greater than or equal to thirteen, he or she wins. A player cannot play a World card if there are any Dark cards on his or her topmost world card. Attack Cards : These are played when battling Dark cards or during challenges. When played, they boost the attack value of the Player card by the support value on the Attack card.
After they are used, they are sent to the discard pile. Equipment Cards: These function in a similar manner to Attack cards, but are not discarded at the end of a challenge. Unless otherwise stated, a card may only have one Equipment card equipped on it at any one time.
The "Unique Card" rule also applies to Equipment cards, so that characters who can equip multiple Equipment cards may not wield multiples of the same card.
Form Cards: These cards are placed atop a Player card and give that Player card new stats and effects. The criteria for playing a Form card or losing it are detailed on the particular card in question. Event Cards: These cards are unique in that they are unnamed and may only ever be included once in a deck. When played they are simply referred to as Event followed by a number e.
They have potentially game-changing effects when played, which is why they are limited to a single copy per deck. This style of play focuses around winning challenges. An 'Aggro' deck will likely consist of many cards that will support the Player in a challenge, lots of draw power and very few World cards, if any at all. This type of deck will more likely consist of lock-down and control cards to try and keep the upper hand in a challenge. These decks can be expected to be Attack and Equipment card heavy to increase their attack power in tight situations.
Buying the Break of Dawn Valor Form deck would be a good choice. Once played, the player follows the effects on the card and then sends the magic card to the discard pile.
Once they are on the field, they are treated as friends. Dark Cards : These cards are played on an opponent's World card. Dark cards have a level and a Power value. The number of Dark cards that can be on a single World card is equal to that World card's level. A Dark card can only be played if its level is equal to or less than an opponent's combined world levels.
World Cards : World cards are played on top of one another and can only be played once per turn. When a player plays a world card, he or she gains one Heart Point.
When the total of a player's World card's levels is greater than or equal to thirteen, he or she wins. A player cannot play a World card if there are any Dark cards on his or her topmost world card.
Attack Cards : These are played when battling Dark cards or during challenges. When played, they boost the attack value of the Player card by the support value on the Attack card. After they are used, they are sent to the discard pile. Equipment Cards : These function in a similar manner to Attack cards, but are not discarded at the end of a challenge.
Unless otherwise stated, a card may only have one Equipment card equipped to it at any one time. The "Unique Card" rule also applies to Equipment cards, so that characters who can equip multiple Equipment cards may not wield multiples of the same card. Form Cards : These cards are placed atop a Player card and give that Player card new stats and effects. The criteria for playing a Form card or losing it are detailed on the particular card in question.
Event Cards : These cards are unique in that they are unnamed and may only ever be included once in a deck. When played, they are simply referred to as "Event", and followed by a number e. Event 1. They have potentially game-changing effects when played, which is why they are limited to a single copy per deck. Manual of Mah-Jongg rules , Madrid A new card game starts in a small way, either as someone's invention, or as a modification of an existing game.
Those playing it may agree to change the rules as they wish. The rules that they agree on become the "house rules" under which they play the game. When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules.
This need is often met when a particular set of house rules becomes generally recognized. For example, when Whist became popular in 18th-century England , players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England and Western cultures.
It should be noted that there is nothing static or "official" about this process. For the majority of games, there is no one set of universal rules by which the game is played, and the most common ruleset is no more or less than that. Many widely played card games, such as Canasta and Pinochle , have no official regulating body. The most common ruleset is often determined by the most popular distribution of rulebooks for card games. Perhaps the original compilation of popular playing card games was collected by Edmund Hoyle , a self-made authority on many popular parlor games.
The U. Playing Card Company now owns the eponymous Hoyle brand, and publishes a series of rulebooks for various families of card games that have largely standardized the games' rules in countries and languages where the rulebooks are widely distributed. However, players are free to, and often do, invent "house rules" to supplement or even largely replace the "standard" rules. If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body.
For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the American Contract Bridge League in the U. The rules of Poker 's variants are largely traditional, but enforced by the World Series of Poker and the World Poker Tour organizations which sponsor tournament play. Even in these cases, the rules must only be followed exactly at games sanctioned by these governing bodies; players in less formal settings are free to implement agreed-upon supplemental or substitute rules at will.
An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play or the accidental exposure of a card. In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used.
When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt. If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc. As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled.
For example, "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed Sets of house rules become formalized, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions. In many circumstances, there is no need for special rules dealing with what happens after an infraction.
As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it.
An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner s of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible. The object of a trick-taking game is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick.
The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards or as few penalty cards within the tricks won as possible, taking as few tricks as possible, or taking an exact number of tricks. The object of Rummy , and various other melding or matching games, is to acquire the required groups of matching cards before an opponent can do so. In Rummy , this is done through drawing and discarding, and the groups are called melds.
Mahjong is a very similar game played with tiles instead of cards. Non-Rummy examples of match-type games generally fall into the "fishing" genre and include the children's games Go Fish and Old Maid. In a shedding game , players start with a hand of cards, and the object of the game is to be the first player to discard all cards from one's hand. Some matching-type games are also shedding-type games; some variants of Rummy such as Phase 10 and Rummikub , as well as the children's game Old Maid , fall into both categories.
The object of an accumulating game is to acquire all cards in the deck. Examples include most War type games, and games involving slapping a discard pile. Egyptian War has both of these features.
In fishing games, cards from the hand are played against cards in a layout on the table, capturing table cards if they match. Scopa is considered one of the national card games of Italy. Cassino is the only fishing game to be widely played in English-speaking countries.
Comparing card games are those where hand values are compared to determine the winner, also known as "vying" or "showdown" games. Poker , blackjack , and baccarat are examples of comparing card games. Solitaire games are designed to be played by one player. Drinking card games are, true to their name, a subset of drinking games using cards, in which the object in playing the game is either to drink or to force others to drink.
Many games are simply ordinary card games with the establishment of "drinking rules"; Asshole Presidents , for instance, is virtually identical to Daihinmin but with additional rules governing drinking. Poker can also be played using a number of drinks as the wager. Some card games are designed specifically to be played as drinking games.
Many games borrow elements from more than one type of game. The most common combination is that of matching and shedding, as in some variants of Rummy, Old Maid and Go Fish. However, many multi-genre games involve different stages of play for each hand. The most common multi-stage combination is a "trick-and-meld" game, such as Pinochle or Belote. Other multi-stage, multi-genre games include Poke , Flaps , Skitgubbe and Tichu.
Vici is an example of a multi-genre card game which combines elements of 5-card hands and bluffing techniques from poker, with gathering and matching strategies from rummy and certain partnering aspects from bridge.
Collectible card games are defined by the use of decks of proprietary cards that differ between players. The contents of these decks are a subset of a very large pool of available cards which have differing effects, costs, and art.
A player accumulates his or her deck through purchase or trade for desirable cards, and each player uses their own deck to play against the other. These games revolve around wagers of money. Though virtually any game in which there are winning and losing outcomes can be wagered on, these games are specifically designed to make the betting process a strategic part of the game.
Some of these games involve players betting against each other, such as poker, while in others, like blackjack , players wager against the house. Poker is a family of gambling games in which players bet into a pool, called the pot, that the value of their hand will beat all others according to the ranking system.
Variants largely differ on how cards are dealt and the methods by which players can improve a hand. For many reasons, including its age and its popularity among Western militaries, it is one of the most universally known card games in existence. Many other card games have been designed and published on a commercial or amateur basis.
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