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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