Friday, February 03, 2006

trading poker

here's a game idea that combines poker (sort of) with a element of trading resources.

equipment: 1-2 decks of playing cards (2 decks if more than 4 players)

players: 4-8 players

objective: build a 'flush' / 'straight' of the same suit (e.g. 10, jack, queen, king, ace all SPADES)

rules:

1. each player starts off with 10 cards, and whatever balance goes into the 'resource' pile

2. in order to build their flush / straight, players are allowed to trade off "excess" cards (they need a minimum of 5 to build a straight / flush)

3. players can obtain the necessary cards by trading with either the resource pile or other players.

4. when trading with the resource pile players are allowed to shuffle the pile and then take the top-most card (s). in order to obtain 'n' number of cards from the resource pile players must return n + 1 cards to the pile (e.g. if you take 2 from the pile you have to surrender 3 cards to the pile).

5. in the event that a player has the minimum number of cards (5) in his / her hand and wants to trade with the resource pile, he or she has to trade at least 2 cards into the pile. (so if you have 5 cards in your hand and want to trade with resource pile, then you have to exchange at least 2 cards in your hand for the corresponding number from the pile.)

6. when trading with other players, players are only allowed to indicate which suit they are looking for, not the specific card (so you can ask to trade for diamonds but not ask to trade for 7 of diamonds).

7. the number of cards players trade is up to them to negotiate. it is not necessary to have a 1-to-1 exchange or a n-to-n+1 exchange.

7. cards being traded do not need to be of the same suit (you don't have to trade 1 diamond for 2 clubs. you can trade a diamond for 1 club and 1 heart for example).

8. first player to build his / her "flush" or straight wins.

9. when a player is 1 card away from a flush / straight he or she has to declare himself / herself as "1 away" (as in 1 away from completion).

10. in the event that 2 players manage to complete their sequences at the same time, the player with the "higher" sequence will win the round (e.g. a royal flush will beat a 6-10 straight). should players be playing for points, a royal flush would be worth 2 points instead of 1.

optionals / exceptions:

1. players are allowed to 'wash' their hands by mixing their cards into the resource pile and drawing out the same number of cards they put in (so if you have 10 cards in your hand and decide to 'wash' it, then after shuffling your cards in the resource pile you draw out 10 cards for your hand).

2. washing can be done up to a max of once per player per round.

3. in the event that a player is dealt a flush / straight in the opening hand of the round, he / she has to declare it and then 'wash' his / her hand. this mandatory washing does not count towards the quota.

2 comments:

alex said...

Sounds very interesting. The trading rules in particular could lead to interesting play - there could be an entirely separate level of gameplay where players bargain for the cards they want, and try to give the other player cards that they don't really need...

Some questions:

1. If I ask a player to trade, can they refuse?

2. What's the penalty for not declaring that you're one card away from a flush?

Should be fun to playtest!

chr1s0ng said...

well as you can see the game never really got played in class (though we did play it ourselves). and to answer the questions:

1) yes

2) i really haven't thought about that.