Sunday, April 24, 2011

Castle (part 2)

I'm a game nerd. I took the time to make a pictorial documentary of a game of "Castle" that I played with myself. I made a few mistakes and the game was fairly boring, but flipping through the pictures ought to help people understand the game. It can be seen on Facebook here.

"Castle" had a fairly unusual origin. Last Tuesday morning I awoke from a dream. Here's that dream:
I was playing a card game like none I had never seen before. There were two people across the table teaching it to me. One was directly across from me and the other was to that person's right. I'm not sure who either of them were. On the table between us were 3 cards flipped face up and one pile facing down. There was an array of cards in front of me and in front of the person across the table. These were cards we had played earlier and were the whole point of the game.

It was my turn. I decided to pick up one of the face-up cards, an ace of clubs. My intent was to play it with a 2 and 3 (both red) that I had in my hand already. When I tried though, my opponent said that wasn't allowed. I began to understand why and tried to lay the ace with just my 2. Once again, my opponent told me that wasn't allowed. The person told me I could only lay the ace with another ace and pointed out something they had laid in front of them earlier. I was frustrated. We all agreed that drawing the ace of clubs was a pretty dumb choice.

So that was my dream. From it, I decided to create rules and make a game. "Castle" fell together quite quickly! I was hooked before I went to bed that night. I tweaked a few things over the next several days, but mostly it seemed to work well from the start. I simply pulled in aspects that I enjoy in games.

Here's what I like about it:
1. There's plenty of strategy and many tactics to mess around with. Every turn the player is faced with a lot of choices. There's a good bit of luck, but having 3 face-up cards helps bring more strategy to the drawing phase.
2. It requires a series of developments before you get to a successful result. The face value of the card matters, but cards can be given greater meaning. It becomes almost relational. (I especially appreciate my peasants!)
3. It's a 2 player game and quite frankly there aren't enough good 2 player games. Plus you don't need anything more than 2 decks of cards. I wish it could be played without needing so much space, but that couldn't be avoided.

If anyone else feels the need to create a game, here are two wishes: I wish there were more games that could be played while traveling, like while sitting in a car. And I wish there were games that could be more easily played over Skype.

Saturday, April 23, 2011

Castle

Castle
- The strategic card game of medieval mastery.

For 2 players
Games last 20-40 minutes
Requires two standard 52-card decks

Set up:
Decide who is going first. That player will be player 1; the other will be player 2. Then deal 10 cards to each player. Flip player 2’s last card face-up. The color of that card will player 2’s color for the game. Player 1 will be the other color.

With the remaining cards, place three face-up between both players. Place the rest of the pile face-down next to them. A discard pile will be needed when the game begins.

Game play:
Play begins with player 1 and continues in turn. Each turn follows the same sequence.
Turn sequence:
1. Draw two cards – Players may choose from any of the three face-up cards or draw randomly from the top of the face-down deck. Whenever one of the face-up cards is drawn, immediately replace it with the top face-down card.
2. Play cards and use knights – Players may play cards face-up in front of them to arrange their medieval estate. Cards are played as buildings (hovels, barracks, castles, or walls) or people (peasants, knights, or royalty). Knights are the only cards than can be used and they can only be used once per turn. Players may play cards and use knights in any order they desire.
3. Discard excess cards – To end their turn, players must discard until they are only holding three cards per hovel and two cards per peasant. Players may hold one card even without hovels or peasants.

Playing cards:
All cards that are played must have the player’s color on top. If the player is red, then all single cards played (hovels, barracks, or single royalty) must be red. Combination cards must include at least one card of the player’s color and that card must be played on top. Castles are an exception. They both must be of the player’s color. Aces are given the value of one. All other numbers, 2 through 9, are given their face value.

When cards are played they are arranged in front of the player. Players may not pick up cards once they have been played. Only cards returned by opposing knights may be replayed.

Buildings:
Hovels – (10 of color) – Hovels allow players to keep three cards during the discard phase. They also allow players to house more than two peasants. Multiple hovels may be played. Each one allows the player to hold three more cards.
Barracks – (J of color) – Barracks allow the player to defend their estate with 1 knight. They also allow players to keep more than two knights in play, crucial for attacking more heavily defended opponents. Multiple barracks may be played. Each one allows the player to defend with one more knight.
Castles – (10 and J of color) – Castles increase the defense of all hovels, barracks and royalty belonging to that player by one. They defend themselves at level three.
Walls – (a pair of cards with the same value – examples: two 4s or two 7s) – Walls add one layer of defense to one building or one set of royalty. They may not be placed on other walls. They may be placed on empty spots to be filled later, but they must remain in that spot unless returned by a knight. If a wall already exists on a single barrack or hovel and an additional barrack or hovel is added, both of the barracks or hovels benefit from the wall. Wall (moats) may be added to castles. Walls may consist of 1os, Js, Qs, and Ks. Walls cannot be attacked.

People:
Peasants – (two cards that add up to five – examples: one A and one 4 or one 2 and one 3) – Peasants allow players to keep two cards during the discard phase. Players may not have more than two peasants unless that player also has a hovel. If a hovel is destroyed while three peasants are in play, then the player has one turn to replace the hovel or the third peasant is discarded. Peasants may not be attacked.
Knights – (two cards that add up to ten – examples: one A and one 9, one 3 and one 7, or two 5s) – Knights allow players to attack opposing buildings or royalty. Players may not have more than two knights in play unless that player also has a barracks. If a barrack is destroyed while three knights are in play, then the player has one turn to replace the barrack or the third knight is discarded. In that situation the third knight cannot be used. Knights cannot be attacked.
Royalty – (sets of Qs or Ks – examples: one K, two Qs, or five Ks) – Royalty give points to win the game. They may be played in sets of any amount as long as the top card is of that player’s color. Sets with more royalty give more points. Ks and Qs may not be played together in the same set.

Using knights:
During the 2nd phase of a player’s turn they may use any knights in play to attack the opponent. A player may only attack once per turn. A successful attack will allow the player to force the opponent to discard a card in play and could drastically change the outcome of a game. Walls, peasants and knights can never be attacked. Hovels, barracks, castles and royalty can all be attacked.

In order to attack an opponent’s card, the active player must have enough knights in play. Hovels, barracks and royalty always begin with a defense of one and therefore only require one knight to attack them. A wall increases one target’s defense to level two and requires two active knights for an attack. Castles increase the defense of all hovels, barracks and royalty an additional level. Castles begin at level three and can be increased with a wall (moat) to level four.

When an attack is successful (when the number of active knights matches or surpasses the defense of the target card), one knight is discarded along with the card that was attacked. If any other cards were played on or with the targeted card, they are returned to the opponent’s hand. (example: If the target is the 10 of the opponent’s castle, then the 10 is discarded and the J returns to the opponent’s hand. If the castle had a moat, then the two moat cards would also be returned to the opponent’s hand.)

If the attacking player would like to keep the target card instead of letting it be discarded, then they may discard an additional card to keep it. (example: If the target is a K, then they could discard an off color J, or any other unwanted card, to keep the K.)

Barracks can provide defense. If the player being attacked has a barrack and a knight in play, then they may choose to discard the knight and protect the target card. The attacking knight and the defending knight will both be discarded. If the defending player has two barracks and two knights in play, then they may discard both with two attacking knights if the attacking player attacks with at least two knights.

Ending the game:
Play ends when player two draws the final two cards. At that point players may continue to take turns using knights and playing any cards that were returned to their hand by an opposing knight. Players may play other cards in their hand if it is played in combination with a card that was returned by a knight.

To determine the winner, total each player’s royalty points. The player with the highest total wins.

Scoring:
Each set of royalty earns a certain value. Larger sets earn more points. Cards in a player’s hand after the game has ended have no value. Royalty played in sets remaining at the end of the game are worth points as follows:
One K or Q 1 points (1 point per card)
Two Ks or Qs 3 points (1.5 points per card)
Three Ks or Qs 6 points (2 points per card)
Four Ks or Qs 12 points (3 points per card)
Five Ks or Qs 20 points (5 points per card)
Six Ks or Qs 48 points (8 points per card)
Seven Ks or Qs 84 points (12 points per card)
Eight Ks or Qs 144 points (18 points per card)



Synonyms:
Many different terms may be used for various buildings, people, and actions.
Hovel/house/village
Peasant/surf/villager
Castle/fortress
Knight/soldier/army
Wall/moat
Royalty/kings/queens