Friday, July 28, 2017

Cube Cards: 5 of 5



Cubémon
A card battle game

Deal out 7 cards each to 2 players. Players discard 1 card, and keep 1 active card and 5 bench cards, face up. Player alternate between attack and defense. Attacker may swap the active card with a bench card just before attacking.
A card’s attack points depend on card number and suits:
When attacking a stronger suit, attack points = card number – 1 ;
when attacking an equal suit, attack points = card number  ;
when attacking a weaker suit, attack points = card number +1 .

          The defending card’s hit points depends on card face:
Jacks have 3 hit points, Queens have 4 hit points, Kings have 5.

          For instance:
K1R vs Q2S:  Attack points = 1+1 = 2  ;  hit points = 4
Q2S vs K1R:  Attack points = 2 - 1 = 1  ;  hit points = 5
J3P vs J2P:  Attack points =  3 + 0  = 3  ;  hit points = 3
J2P vs J3P: Attack points =  2 + 0  = 2  ; hit points = 3
J1R vs K3P: Attack points = 1 – 1  = 0  ; hit points = 5
K3P vs J1R: Attack points = 3+1 = 4 ; hit points = 3

          Players keep a tally of attack points sustained by the active cards. Discard the active card when its accumulated attack points exceed its hit points; then replace it from the bench.
          The first player to run out of cards loses.



          Cubical Trigrams
A card divination system

          Shuffle the deck. Lay out a card; that is the “Truth” card. Lay out cards until you get one that’s askew to the Truth card. That card is the “Falsehood” card. The next card out is the “Reading” card. Read it as +, -, or 0 in each dimension as it agrees with, respectively, the Truth card, the Falsehood card, or neither. Look up the sequence of three +’s, 0’s and –’s in this table of cubical trigrams:
 +++ =  Truth               +0+   =  Courage          +-+   =  Strength
++0   =  Love                +00   =  Freedom         +-0    =  Fairness
++-   =  Kindness         +0-    =  Luck                +--    =  Folly

0++   =  Serenity          00+   =  Knowledge     0-+    =  Power
0+0   =  Peace               000   =  Paradox          0-0    =  War
0+-    =  Humility         00-    =  Ignorance        0--     =  Lunacy

-++   =  Wisdom          -0+    =  Logic               --+    =  Cruelty
-+0    =  Privilege         -00    =  Bondage         --0     =  Hatred
-+-    =  Weakness       -0-     =  Despair           ---     =  Falsehood

          The three dimensions refer respectively to Spirit, Heart and Mind.

          Here is a reading:
 First card     =     Truth           =    Q3S
 First askew  =     Falsehood   =    J2P
 Next card     =     Reading      =    Q1S    =   +0+   =  Courage

          Warning: use this system for inspiration, not information.

 
1.   

Thursday, July 27, 2017

Cube Cards: 4 of 5



Diagrams

A diagram is a set of lines, possibly intersecting. Here are the eight possible diagrams within a hand of seven cards:

I  =  Line:   one line in hand.
Probability  =  33.20 %
          K2R   Q2P            J2S

Trash = no lines in hand.
Probability  =  26.56%

V = Angle:  Two lines, linked at a card.
Probability  =  22.61%
          K2R                              J1S
                   Q2P            J3S
                             J2S

II = Pair:  Two separate lines.
Probability = 6.32%
          K2R    Q2P   J2S
          Q1R     Q1P   Q1S

D = Triangle: Three lines linked at three cards.
Probability = 5.69%
                             K2R
Q2P            Q3P
J2S             J2S             J1S

          Z  =  Chain:  Three lines linked at two cards.
          Probability  =  4.74%
K2R      Q2P        J2S
                             J3S
                                      J1S        J1R    J1P


          Y  = Tripod:  Three lines linked at one card.
          Probability  =  0.71%
K3P                             J1S
Q1R            J3S
                             J2S
 Q2P
                            K2R   

X  = Butterfly: Two lines pivoting through a card.
Probability = 0.16%
          K2R                              K3R
          Q2P            Q1P            Q3P
          J2S                                J3S



          Diagram Games


          Andiron
          Deal out 7 cards each to two players. They arrange their hands into a diagram: trash, I, V, II, D, Z, Y or X. Do a round of betting; call, raise or fold. Each player may then replace a card. Do a second round of betting, a second replacement option, a third round of betting, then compare diagrams:
          I   <   Trash   <   V   <   II   <   D   <   Z   <   Y   <   X



Berkeley Take ’Em
Deal out 3 “Hole” cards each to three players. Do a round of betting; call, raise or fold. Dealer then lays out 2 “Flop” cards face-up. Another round of betting. Dealer then lays out 1 “Turn” card face up. Players may now exchange 1 card. Another round of betting. Dealer then lays out 1 “The Bay” card to each player. Another round of betting. Players then lay out their cards, and compare what diagrams their cards make with the face-up cards. Rank diagrams as in Andiron:
          I   <   Trash   <   V   <   II   <   D   <   Z   <   Y   <   X





Seven Card Mare
Like Berkeley Take ’Em, with this sequence of deals: each player gets 3 hole cards, face down, plus one face up; 1 card face up; 1 card face up plus option to exchange; 1 card face down. Do betting between each deal. Rank diagrams as in Andiron:
          I   <   Trash   <   V   <   II   <   D   <   Z   <   Y   <   X




Tonic
Deal 7 cards each to two or three players. Each arranges their cards into a diagram: I, V, II, D, Z, Y, X. Any card not in a diagram is “deadwood”. Trash is all deadwood. The value of a hand is the sum of the numbers on the deadwood cards.
Do several rounds of replacing cards. Discard face up. You may replace from discard piles. You may knock if your hand is worth less than 4. You must knock if your hand is worth zero. Once someone knocks, then record hand values.
Repeat deals, summing values. Players who reach 13 lose.