(Note: This Challenge has been completed.)
Game Design Showdown
July 2006 Challenge - "New-52: Gone Fishing"
Theme: Professional Fishing Tournament
Genre: Trick-taking Card Game
"New-52" Rules:
- Based on a standard deck of cards - The game should primarily be based on using a standard 52-card poker deck. The game does not need to use the entire deck. Also, 2 or 3 decks may be combined (like in Canasta) if the game requires it.
- Can add a few extras - The traditionally-available 2 additional "joker" cards can also be used ("New-54" just didn't sound as good as "New-52" ;-p). Also, standard score-tracking items, such as chips, markers, money, pen/paper, etc., can be used as well. A scoring track (like those used in cribbage) can also be included, as long as it's really just used for scoring.
- It's a card game ... not a board game with cards - The game should not contain any other bits or boards. It should essentially be a group of people sitting around a table, "playing cards".
Start Date: 13-Jul-2006
End Date: 20-Jul-2006, Noon EST (approximately)
Voting: 20-Jul-2006 through 27-Jul-2006
This Challenge has been completed.
The entries are posted below (be sure to notice that the entries go on to a second page of this thread).
Critiques and comments on the individual entries can be given in this thread:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=4436
----- ----- -----
For an Overview on the monthly Game Design Showdown and how it works, check out this thread:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2230
Questions and comments about this specific Challenge, were handled in this thread:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=4398
Enjoy!
-Bryk
[/]
Entry #1 - PIROGUE
(Admin Note: Word Count = 1360)
The Trinidad & Tobago Tarpon Tournament
INTRODUCTION: PIROGUE™ is a trick taking card game based on game fishing in Trinidad and Tobago. The name of the game, PIROGUE™, refers to the local hand-made wooden boats used for Tarpon fishing in the shallows off shore.
GAME: As in a game fishing tournament where prizes are awarded for both Best Boat and Best Angler, the game of PIROGUE™ is played in teams (PIROGUES) and as individual players (ANGLERS).
The goal of the game is to be the first team OR player to peg out. Thus there are two victory conditions: Either a team can win by pegging their required PIROGUE points (50No points). Or an individual player can win by pegging his required ANGLER points (60No points).
The first PIROGUE or ANGLER to score 3No game victories wins the tournament.
PLAYERS: 4No players, 2No in each PIROGUE sitting across from one another.
THE PEG BOARD: The peg board has 4No columns of 61No ANGLER peg-holes (one column for each player) and 2No columns of 51No PIROGUE peg-holes (one column for each team).
CARDS: 52 card deck, separated into 2No smaller decks:
DECK No.1: 2 thru 10, all suits.
DECK No.2: A, K, Q, J, all suits. (NB: Face cards never have rank or suit. They represent TARPON. The Aces are SHARK cards, and have rank and may have suit, see below.)
CARD DEFINITION: TARPON cards will refer to all face cards; SHARK cards will refer to all Aces.
RANK OF CARDS: Generally, card rank order is 10 high, 2 low, with the following exceptions:
Exception No. 1: If an ANGLER leads a card and any ANGLER follows suit such that the sum of all suited cards in play totals eleven (11), the ANGLER who played the card that made eleven (called the “HOOK CARD”) wins the trick and pegs 1No PIROGUE (team) point. Even if an ANGLER follows suit after the HOOK CARD has been played, the HOOK CARD still takes the trick, unless a SHARK card has been played. See Exception No. 2.
Example of Exception No 1:
Angler A: Leads 5 of hearts.
Angler B: Plays 4 of hearts.
Angler C: Plays 2 of hearts. (HOOK CARD)
Angler D: Plays 9 of hearts.
Result: ANGLER C wins the trick and pegs 2No PIROGUE points.
Exception No. 2: If a player cannot follow suit and plays a SHARK card (see GAME PLAY below), the first SHARK card played now becomes the highest card on the table. No other card can beat it. If a SHARK card is played either before or after a HOOK CARD, the player playing the HOOK CARD does not take the trick, but does instead pegs 2No ANGLER (individual) points.
Example of Exception No 2:
Angler A: Leads 9 of clubs.
Angler B: Plays ACE of diamonds.
Angler C: Plays 2 of clubs. (HOOK CARD)
Angler D: Plays 4 of clubs.
Result: ANGLER B wins the trick; ANGLER C pegs 1No ANGLER point.
THE DEAL: First Dealer is determined randomly.
DEAL No.1: Using Deck No. 1 distribute 9No cards in combinations of 1, 2, or 3 cards at a time, clockwise, to each player, beginning with the ANGLER to the left of the dealer.
DEAL No.2: Using Deck No. 2 distribute 4No cards, one at a time, clockwise, to each ANGLER, beginning with the ANGLER to the left of the dealer.
DEALER’S OPTION, TAG & RELEASE: After looking at his cards, the dealer can declare a TAG & RELEASE suit. If the dealer declares a TAG & RELEASE suit, the face cards of that suit have NO VALUE when scoring (see SCORING below).
GAME PLAY: Opening lead is made by the ANGLER to the left of the dealer after all the cards have been distributed and the Dealer chooses a TAG & RELEASE suit. The round is played out in a series of tricks. All cards may or may not be used for the round (see the THE ONES THAT GOT AWAY RULE).
The ANGLER must lead a non-TARPON card.
NB: TARPON cards can NEVER be lead. SHARK cards can be lead if they are the only cards left in an ANGLER’s hand. The SHARK card, when lead, is suited and counts as a one (1) when summing for the HOOK CARD. For example, if ANGLER A leads SHARK of hearts, and ANGLER B follows with the 10 of hearts, ANGLER A will win the trick, but ANGLER B pegs 1No ANGLER points.
A trick is won by the highest card each round (see CARD RANK above).
The winner of the trick leads the next round. If the winner of the trick holds only TARPON cards, he must declare so and he cannot lead. The ANGLER’s partner is then offered the lead. If the ANGLER’s partner cannot lead, the lead is offered to the ANGLER to the left of the original ANGLER, then to the opposing ANGLER’s partner.
Players must always follow suit when possible.
Notes on following suit:
a) If a player cannot follow suit, the player MUST play either a TARPON card or a SHARK card.
b) If a player can neither follow suit nor play TARPON or SHARK, the player MUST play any card of the same color as the lead suit AND peg backwards 1No ANGLER POINTS.
c) If a player can neither follow suit nor play TARPON or SHARK nor match the color of the lead suit, the player MUST play any remaining card AND peg backwards 2No ANGLER POINTS.
THE ONES THAT GOT AWAY RULE: If at any point in the game all four ANGLERS are holding TARPON cards alone, no one can lead. The round is ended; the unplayed TARPON cards are set aside and cannot be used in scoring.
SCORING AFTER EACH ROUND: MELD
Separate TARPON and SHARK cards from all numbered cards.
The following melds are scored AFTER the end of each round. The melds are made from the numbered cards “caught” (i.e. tricks taken) during the round. The points from the meld are pegged on the ANGLER’s column. Cards can only be used for one meld combination.
PIROGUE™ MELDS
Caribbean Meld Points
2No or 3No Cards Totaling 11 (mixed Black and Red) = No points
2No Cards Totaling 11, All Red or All Black = 1 point
3No Cards Totaling 11, All Red or All Black = 1 point
2No Cards Totaling 11, All same suit = 2 points
3No Cards Totaling 11, All same suit = 3 points
Tobago Meld Points
2-2-2-5 = 6
2-3-3-3 = 6
Trinidad Meld Points
2-2-3-4, any suit combination (mélange) = 3
Red [2]-Black [2-3-4] = 4
Black [2]-Red [2-3-4] = 4
All Red or All Black [2-2-3-4] = 6
Red [2]-Black Suited [2-3-4] = 8
Black [2]-Red Suited [2-3-4] = 8
Red [2]-Red Suited [2-3-4] = 10
Black [2]-Black Suited [2-3-4] = 10
Tarpon Meld Points
2-2-2-2-3 = 15
SCORING OF TARPON CARDS: TARPON cards count as 2No points each, unless the suit has been designated as TAG & RELEASE, then the TARPON cards have no value. The points for all “caught” TARPON cards are pegged collectively on the team’s PIROGUE column. (NB: SHARK cards have no scoring value.)
SCORING NOTES:
a) An ANGLER may peg out during a round of tricks to win the game.
b) Any HOOK CARD points not claimed during the round, can be claimed by a member in the opposite PIROGUE before the play of the first card of the next round.
c) If two or more ANGLERS individually peg out at the end of the same round, the highest final point total wins. If still a tie, the ANGLER with the higher PIROGUE points wins. If still a tie, each ANGLER receives a game victory.
d) If both PIROGUES peg out at the same time, the higher final point total wins. If still a tie, the PIROGUE with the higher COMBINED point total of each individual ANGLER wins. If still a tie, each PIROGUE receives a game victory.
GAME END: The game ends when either one ANGLER or PIROGUE pegs 60 or 50 points, respectively.
TOURNAMENT END: The tournament ends when either one ANGLER or one PIROGUE has won three games.