I posted a set of rules on BGG this morning for an idea I had for a deck building game with standard playing cards. The game was specifically envisioned for the 2013 Solitaire Print and Play Contest. I think the idea could be expanded to a multiplayer game, but I haven’t done too much thinking about that yet. This was partly inspired by the contest, and also partly inspired by this neat RPG I found (also on BGG) called 52 Card Adventure (also playable with standard playing cards). Anyway, here my rules are, reposted here for posterity:
Acquire all cards into your deck in as few turns as possible
You start with 10 cards in your deck, (all 2s & 3s, and two 4s). Also set asside the other 4s and two 5s for scoring. Shuffle the rest of the cards and lay out five of them (the lineup) for purchasing.
A turn consists of the following steps:
- increment your score/turn counter (see scoring below)
- draw 5 cards and use them to acquire other cards
- put all the cards used, unused, or acquired in your discard pile
- refresh the lineup back up to five cards
Draw 5 cards from your deck each turn and buy cards using the values of the cards you’ve drawn. For example, you may buy a 10 of clubs by paying a 9 of diamonds and two of clubs. You do not get “change” for your purchase and the same card may never be used to buy more than one card.
You may only buy a card if you are using at least one card of the same suit.
If you buy a card using its exact value (a 6 using two 3s, for example), you may acquire another card from the lineup without paying anything for it. The “same suit” rule does not apply to the free card acquired in this way.
You may acquire as many cards from the lineup in a turn as you can afford/acquire.
Face cards (J, Q, K) may be acquired by paying their value (11, 12, 13), or (more likely) with the free card after an exact payment. When they are in your hand they may be used as their value (11, 12, 13), or you may discard them to draw additional cards from your deck. A Jack lets you draw one card, Queen two cards, and King three cards.
An ace may only be acquired as the free card from an exact value payment. Thus if the last card to be acquired is an ace and there are no other cards remaining in the lineup or lineup deck, this is the only way to lose the game. When an ace is in your hand, you may use it to acquire any card from the lineup regardless of suit or cost (other than an ace).
Right now, your score is simply the number of turns it takes you to acquire all the cards in the lineup deck.
Lay a 4 and a 5 face-up near (but separate from) the play area. Place the other 4 and 5 face-down on top of them. The 4s are your “tens” counter and 5s are for 1s. On the first and subsequent turns, reveal one of the suit symbols on the face-up 5 by moving the face-down 5 on top of it. When you get to 5, flip the face-down 5 to face-up, and cover the other suit symbols. For six, move the top face-up card to revelal another symbol, etc.
(I hope this is explained well enough. I cannot take credit for this, as it’s how my family has scored euchre for years.)
I’ve played through this a bunch of times (best score was 12). I think the scoring is the weakest part right now. Definitely looking for ideas on how to improve that.