Daniel Lepage on 26 Jun 2003 03:55:01 -0000 |
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[spoon-discuss] Subgame? |
How does this look for a start? {{ __[Not Yet] Turns__Players have Turns. Turns alternate between players, moving cyclically according to the Turn Order.
It can only be one player's turn at any given time.One player is said to be the Starting Player. Every time the Starting Player has a turn, that is said to be the beginning of a new Turn Cycle; thus, a Turn Cycle is the set of turns starting with the Starting Player's turn and ending with the turn immediately preceding the next turn of that player.
If the Starting Player ceases to be a Player, the next player in the Turn Order becomes the Starting Player.
The Turn Order is a list of all Players who have been playing since the beginning of the current Turn Cycle, in alphabetical order according the names they had at the beginning of that Cycle. [[Thus, the Turn Order may change at the beginning of each Turn Cycle]] Players take Turns in the order listed in the Turn Order.
New players are inserted into the turn order at the beginning of each turn cycle.
Turn-Actions are action that may only be taken by a player when it is eir Turn.
Ending the Turn is a Turn Action; it causes the player's Turn to end, and the next player's Turn to begin.
}} {{ __Cards__ A. DefinitionThere exist Cards. Each Card has a name and a body, both of which are text.
[[The rest of section A of this rule was originally taken from http://www.dvorakgame.co.uk/rules.html#overview . The text has been modified to fit this game.]]
There are two types of Cards: Actions and Things. A.1. ActionsActions represent one-off events, and can affect any aspect of the game. Some Actions may specify that they can be played out of turn, either as a response to something else happening or with no excuse at all.
When a Player plays an Action card from their hand, it has the effect the card specifies and is then placed on the discard pile.
Actions are denoted by a (A) preceding their titles. A.2. ThingsThings typically represent physical objects, or states of affairs. When a Player plays a Thing card from their hand, it is put into eir playspace and remains there until a card does something to remove it. When a Thing is "destroyed", it goes to the discard pile.
Some Things do nothing except exist (owning them perhaps being useful for other purposes); other Things might - if their card text says so - have an effect on the game while they remain in play, have a one-off effect when they're first played, or have effects that trigger when something else happens.
Things are denoted by a (T) preceding their titles. A.2.1. Playing 'onto' thingsSome Things can be played "onto" other Things. When you play these, you choose an existing Thing for them to be attached to, and they usually give that Thing some sort of bonus or penalty while they remain in play. If a Thing is destroyed, any Things that were played onto it are also destroyed (although not vice versa).
A.2.2. Action spendingThe shorthand "Action: [do something]" in the text of a Thing means "In place of playing an Action, the controller of this card may [do something]". The produced effect counts as an Action, to all intents and purposes (although the Thing card stays in play).
B. The Cards Cards may only be created or destroyed according to the rules. C. The DeckThere exists an unordered collection of Cards called the Deck, and an ordered one called the Discard Pile.
In addition, each player has a collection of cards called eir Hand, and another called eir PlaySpaces. Cards in a player's playspace are said to be In Play, under the control of that player.
D. GameplayPlaying a Card is a Turn Action. Each player may play at most one Action and one Thing during each of eir Turns. Players may only play cards from eir Hand.
E. Tracking [[See below]] }}Now, tracking is a bit of a problem. It takes very little effort for one player to list all the cards in play, in the Discard, etc. But Hands should be known only by the player who has it... and drawing from the deck needs to pick a random card and only tell one player. Which means that the cards in the deck can't be known either.
The question is, how do we ensure a lack of cheating? -- Wonko _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss