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Re: [haggis] While we're throwing out ideas



Meanwhile, back at the model home, mballinger@fibres.net said:

> Please discuss . . .
>
> 1) "discard" command.  Lyman wants this.  I kind of like how we can get stuck with bad cards.
>
> 2) Prepending "If you know about this rule, then . . ." to some
> special rules.  For example: "If you know about this rule, then
> every set of one of each card scores you 10".  (This is Ted's idea.)

"Every player who doesn't know this rule gets a bonus of 5."

> 2a) What happens if this is the lowball rule?  "If you have the low
> score you win."

Shared victory.

> 2b) What if lowball had riders?  "The low score wins if that player
> has turned in exactly 4 black cards."

Good.

> 3) 50/50 chance that some special rules will get a negating rule as
> a followup.  For example, if "lowball" is assigned to the game,
> there is a 50/50 chance that the next rule will be "Rule #x is
> wrong.  This is not a lowball game."

Without the #x.  It gives the person with the cancellation rule too
much knowledge.  Just "Contrary to any lowball rule, this is not a
lowball game."

> 4) Players pick rules.  Before cards are dealt, everybody gets to
> craft one rule.  The server could either use them all, or choose
> from them.

Eek.  Not sure about that.

How about

"You will get a trading bonus of 3 points for every rule you trade
(duplicates don't count.)"  Apply -3 in a lowball game.


-- 
Ted Rathkopf