See the official rules here:
https://docs.google.com/document/d/1iUMVEcUj5VwDdbNDW6hPS65YmtXMC4t2aZId...
Older post below:
Hello all,
I could really need your help over here: Im currently working on a new, simple and straightforward filler game based on GO FISH or QUARTETT (in germany) that is suitable for kids and grown-ups alike. We like to add some special effects to some of the cards, without adding too much text to them (we prefer symbols).
There is no prototype yet and I did not make a solo-playtest, but I thought you might have some good ideas to spare.
Here are the "guidelines", thats the stuff we really want to have in the game:
1. Two or more players. Max players depends on total number of cards, but we want it to be playable by just 2 people as well.
2. Suits of 6. Thats a bit unusal, because normally there are just 4. But I have access to a really nice art source that features suits of 6.
3. 52 to 120 or even more cards. We really have a lot of those 6-card-pairs-artworks available and could even include a lot of duplicates.
4. Max. one printed number on each card. So the cards could have a Strength value.
5. Max. one printed symbol per card. So the cards could be of a certain color or feature a symol like ace, spade - but that could also be defined by the artwork.
6. Max. one special per card. We want some cards to feature special abilities, but only one ability per card and it should be easy to read.
7. Instead of asking your opponents for cards of a certain type we thought about a betting system, auction or trade system to make it more interesting/strategic.
okay, thats all for now. does anyone have an idea?
thanks a lot in advance
Hi Zag,
Thanks for the reply. That idea with the meld-effects sounds good.
Here is a little something we came up with in the meantime:
* There will be melds of 6 and some with 4 or even just 2 cards. There are some variants out there that also have different kinds of meld-sizes so it seems ok. we still have to test the 6's, maybe its too much and too difficult to collect.
* The game now ends when someone gets rid of all cards, but the winner is determined by the number of books/melds completed.
* One card from the drawing deck is always placed face-up. thats the current "Chief". There is an effect on almost every card thats only active when the card is the Chief.
example: Khan - when this card is the chief, everytime a player draws a card, he/she draws two cards instead.
* What you can do during your turn:
A. draw a card (usually the leat appealing action)
B. put down a completed meld.
C. ask an opponent for a card from a specific civilisation, only do so if you already have at least one card of that civ in your hand. opponents must hand it over or if you fail, you must draw a card.
D. exchange the current chief with another card from your hand. either the Civilisation or the Rank on the cards must match in order to be exchanged.
if you cannot do any of the above actions, you must draw a card instead.
thats all for now, going to add the "Set bonus" from completed melds as Zag24 suggested. this seems to add some nice extra complexity/strategy to the game.
just have to check for hidden loopholes and bugs but regarding complexity/features it seems OK to me. not too much, but enough new stuff to keep it interested and make it different.
anymore ideas?
thanks guys!