I have designed a standard trick take game (similar to Die Sieben Siegel but without traitor). There will be five rounds, and at the beginning of each round, players will predict how many tricks they will take and gain or lose points accordingly.
I'd like to have five or so "special cards" that can be played in the variant rules in case players want more chaos and less strategy. So far, I've come up with:
-Play this card (must follow suit) but no one wins the trick this round
-Play this card (no need to follow suit)
-Super Trump card that no other card can beat
Any other idea that aren't too crazy but add an element of randomness?
lol, I hear ya but I thought it might be fun to have to optional rules. I prefer more control too but like the idea of mixing it up from time to time. Although harder, I still think you can make some what reasonable bid with the three cards I mentioned. The way the scoring works now is that you lose points if you miss your bid by -2 or more, no change with -1, extra points for exact bid, minor points for +1 and none for 2 or more.