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		<title>Game Design (new threads)</title>
		<link>http://decktet.wikidot.com/forum/c-65111/game-design</link>
		<description>Threads in the forum category &quot;Game Design&quot; - Everything about creating games</description>
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		<lastBuildDate>Mon, 13 Apr 2026 20:08:41 +0000</lastBuildDate>
		
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				<guid>http://decktet.wikidot.com/forum/t-14027869</guid>
				<title>Having an idea about an area-control game</title>
				<link>http://decktet.wikidot.com/forum/t-14027869/having-an-idea-about-an-area-control-game</link>
				<description>An idea. Looking for advise.</description>
				<pubDate>Sat, 13 Mar 2021 16:04:45 +0000</pubDate>
				<wikidot:authorName>MY_T</wikidot:authorName>				<wikidot:authorUserId>6904634</wikidot:authorUserId>				<content:encoded>
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						 <p><span style="white-space: pre-wrap;">&#32;&#32;&#32;&#32;</span>I'm now working on an idea about designing an 2-players area-control game, which is mostly inspired by the famous Twilight Struggle.<br /> <span style="white-space: pre-wrap;">&#32;&#32;&#32;&#32;</span>All the <strong>location cards</strong> and <strong>Aces</strong> will be used to form the map. Other cards will be used to control these <em>locations</em>. For example, play a card from you hand, and then add a token to a <em>location</em> whcih shares a same suit with it.<br /> <span style="white-space: pre-wrap;">&#32;&#32;&#32;&#32;</span>All the <em>locations</em> sharing the same suit make up an <em>area</em>, while <strong>the Excuse</strong> performs as a special <em>area</em>——then there will be 7 areas in total——and the goal of the game is to control more <em>areas</em> than your opponent.<br /> <span style="white-space: pre-wrap;">&#32;&#32;&#32;&#32;</span>In addition, there might be some special <em>locations</em>, such as the three double-type cards and the three triple-suit cards. But I don't want to add any extra texts one cards (or it'll be difficult to play the game by original Decktet cards), so there won't be something like the <em>Events</em> in TS.<br /> <span style="white-space: pre-wrap;">&#32;&#32;&#32;&#32;</span>It's still an idea, and I haven't began writing the rules yet. Any suggestion will be appreciated.</p> <p>That's all, apologize for my poor English, and I hope I have made myself clear.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-378702</guid>
				<title>Cascades - Decktet Solitaire Game</title>
				<link>http://decktet.wikidot.com/forum/t-378702/cascades-decktet-solitaire-game</link>
				<description>Please help play test this Decktet solitaire game.</description>
				<pubDate>Mon, 01 Aug 2011 20:44:46 +0000</pubDate>
				<wikidot:authorName>JoeC0</wikidot:authorName>				<wikidot:authorUserId>1086799</wikidot:authorUserId>				<content:encoded>
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						 <p>I have come up with a solitaire game for the Decktet. It is an adaptation and improvement on a game played with standard playing cards. I'm not sure the name of that one. Please let me know if the instructions make sense as written, and if you have a chance to give it a play test let me know what you think.</p> <p>Cascades</p> <table class="wiki-content-table"> <tr> <td>Designed by</td> <td><a class="newpage" href="http://decktet.wikidot.com/designer:joe-conard">Joe Conard</a></td> </tr> <tr> <td>Players</td> <td>1</td> </tr> <tr> <td>Length</td> <td>5 min</td> </tr> <tr> <td>Extra Material</td> <td>Optional Extended Decktet</td> </tr> </table> <p>a Decktet solitaire game. (DRAFT)</p> <div class="content-separator" style="display: none:"></div> <h2><span>Overview</span></h2> <p>Cascades is a Decktet solitaire game where the player progresses through the deck three cards at a time attempting to legally play all the cards into three tiers. The game ends when all cards are played, or none of the remaining cards are able to be played.</p> <p>This game is an adaptation of a solitair game using standard playing cards. Playing with The Decktet changes the game a lot and adds many more interesting decisions while playing than the original game.</p> <h2><span>Setup</span></h2> <p>Cascades can be played with the standard Decktet or optionally with all the pawns and courts. The only card not used is The Excuse.</p> <p>Shuffle the cards and deal in a verticle column along the left side of the playing area three piles of three cards each, all face down. These are the draw piles. The remaining cards will be kept in a the deck to be turned over three at a time during play.</p> <h2><span>Game Play</span></h2> <p>To begin play turn over the top three cards of the deck and play the top card just to the right of the top draw pile. This forms the beginning of the first tier. Then continue to play from the deck to any tier according to the rules below. Work through the deck three cards at a time.</p> <p>After the first pass through the deck turn over the top card in the top draw pile. You may play the cards one by one from this pile in the same way that cars were played from the deck. After the second pass through the deck play from the middle draw pile and likewise begin playing from the bottom draw pile after the third pass through the deck. Once a draw pile is free to be played the top card may be played at anytime.</p> <p>Cards are played at the right end of each tier. To play a card on the end at least one suit on the card to be played must match the suit of the card that is already on the end.</p> <p>For the ranked cards only one of each rank is allowed in a tier. To play a card on the middle or bottom tier that card must already be played in the tier above.</p> <h2><span>Aces and Crowns</span></h2> <p>Aces and Crowns must also follow suit and there must be an ace in the tier above to play one in a lower tier. Because there are six they can be played two to a tier. No tier may have more than two aces or two crowns played. To play a second ace or crown on a lower tier, the tier directly above it must have two of the same card.</p> <p>Note that since aces and crowns only have one suit they create a bottleneck of reduced play possbilities on the tier. Be careful when and how they are played.</p> <h2><span>Pawns and Courts</span></h2> <p>The pawns and courts are optional. Because they have three suits they are both easier to play and they open up the tier so there are more options for the next card to be played.</p> <p>Because there are for of each the top tier allows two pawns and two courts to be played, but the second pawn or court can only be played on the top tier when the corresponding card has been played on the bottome tier. So the second pawn or court on the top tier is always the last one played.</p> <h2><span>End Game</span></h2> <p>The game ends in one of two ways. A winning game will end when all cards in the deck and in the draw piles are played somewhere in the three tiers. A game is lost when after at least trips through the deck there are no playable cards in the deck or on top of any of the draw piles.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-168787</guid>
				<title>trick-taking games</title>
				<link>http://decktet.wikidot.com/forum/t-168787/trick-taking-games</link>
				<description></description>
				<pubDate>Mon, 13 Jul 2009 17:29:59 +0000</pubDate>
				<wikidot:authorName>pmagnus</wikidot:authorName>				<wikidot:authorUserId>240017</wikidot:authorUserId>				<content:encoded>
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						 <p>I don't get as much of a chance to playtest the trick-taking games as I'd like, but I've been thinking about some possible rules changes. I have a post about possibilities for <a href="http://decktet.wikidot.com/game:chicane">Chicane</a> over in the game's forum, but I've also been thinking about <a href="http://decktet.wikidot.com/game:ace-trump">Ace Trump</a>.</p> <p>Ace Trump was one of the first two games I invented for the Decktet, but I ultimately grew unhappy with it. The crosscutting suits made it very hard to tell how good your cards were, even ignoring trump. Knowing how good 8s or 9s are requires counting cards for almost every suit, which is just too much. If I lead a 9, for example, then there are two Crowns (one for each suit) that can beat it. An 8 can be topped by one or two 9s and two Crowns.</p> <p>Moreover, it is possible for there to be ties. If someone leads a number card, two later players can follow suit with higher cards or the same rank - two Crowns, for example. So there had to be a rule for resolving ties, and I never found an elegant solution.</p> <p>Recently, I played the game Xactika, which inspired this possibility: When a player leads a card, they pick one of its suits. Subsequent players must follow that specific suit if they can. The high card that follows suit wins (assuming no trumps are played). Trumps work as per Ace Trump, so it may still be possible to follow suit and trump in.</p> <p>This makes 8s and 9s better. If I play a 9 (the Diplomat, say) I can call Moons and so there is only one Crown that can play over it.</p> <p>This eliminates ties. Only one card at each rank can follow suit. (Except if Pawns or Courts are included, but I don't mind if the extended deck requires new rules.)</p> <p>Any feedback would be welcome.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-127286</guid>
				<title>Solo Hex</title>
				<link>http://decktet.wikidot.com/forum/t-127286/solo-hex</link>
				<description>A solitaire game for the Decktet</description>
				<pubDate>Sat, 07 Feb 2009 21:49:00 +0000</pubDate>
				<wikidot:authorName>tsilver33</wikidot:authorName>				<wikidot:authorUserId>279941</wikidot:authorUserId>				<content:encoded>
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						 <p>Here's a quick write up for a solitaire game I created for the Decktet. The rules are complete, but it could use play testing. The rules can be tweaked if need be.<br /> <span style="text-decoration: line-through;">-</span>-<br /> <strong>Materials:</strong> The extended Decktet<br /> <strong>Players:</strong> One<br /> <strong>Setup</strong><br /> Shuffle the Decktet thoroughly. Deal five cards face down into a pile, and another five cards to the right of that. Deal three cards face down below and slightly to the left of the first pile. Deal one card sideways face down, and then three more cards face down in the same pile (For a total of seven cards, the fourth one sideways.) Deal two other piles the same way, one to the right of the first one, so that is below and in between the top piles, and one one below and to the right of the top rightmost pile. Deal two more piles the same way as you dealt the first two (With five cards each.) under the three middle piles. Finally, turn the top card on each pile face up. The entire setup should come out in a hexagon shape.<br /> <strong>Game Play</strong><br /> The goal of the game is to combine all of the cards into one single pile, face up. Each turn, you may take one card, and move it onto an adjacent card that shares at least one of it's suits (Also move any face up cards under it with the move.). This will leave one card face down, turn it face up immediately. If you reveal a sideways card, that card must immediately 'jump' to an adjacent card that shares at least one of it's suits. If none of of the surrounding cards share a suit, then you 'flip out' and the game is over. If any of your seven piles runs out of cards, you cannot move cards back into it. That pile is empty for the rest of the game. Be careful that you don't leave any piles stranded. If at any time, it becomes impossible to move any cards onto a adjacent card that shares at least one suit, the game is lost.<br /> <strong>The Excuse:</strong> The excuse is a special card. Once revealed, the excuse cannot move onto any card at all. The excuse must be jumped onto from any other card. If the excuse is a sideways card, then it immediately jumps to the lowest numbered card next to it (If their are no numbered cards, just move it onto any card adjacent.)<br /> <strong>Victory:</strong> If you combine all cards into a single pile, with all of them flipped face up, you win!</p> <hr /> <p>Thoughts, Ideas, Suggestions? Results from play testing? What do you all think? It could probably use a better name to, but I'm drawing a blank at the moment.</p> <p>Edit: Changed the rules to be correct. Sorry I didn't realize I could edit my posts before I posted the other two. Ignore them.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-125620</guid>
				<title>Light card adventure game?</title>
				<link>http://decktet.wikidot.com/forum/t-125620/light-card-adventure-game</link>
				<description></description>
				<pubDate>Mon, 02 Feb 2009 19:06:37 +0000</pubDate>
				<wikidot:authorName>maka</wikidot:authorName>				<wikidot:authorUserId>17523</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm toying with a simple design that occurred to me when reading about a seemingly cool game called Quest for the Faysylwood (which btw I quickly ordered). First I wanted to make a more complex game, but it's pretty hard to make a more complex thematic card game without special cards, so in the end I simplified everything a lot. What remains is a very simple push your luck card game&#8230;</p> <p>I'm still playtesting and changing the game as I go along, but the basics so far (if anyone wants to try it) are these. Please, if you read the rules or try the game out, let me know how it went and any suggestions you might have&#8230; Thanks in advance :)</p> <p>Note: This is just a quick write up of the rules. I hope to make them clearer as the game gets finished and I create a wiki page for it&#8230;</p> <hr /> <p><strong>Material:</strong> Extended decktet, 1d6</p> <p><strong>Setup:</strong></p> <p>Each player takes an ace (randomly) and places it in front of him/her. This is the character's basic power. The rest of the aces will not be used.</p> <p>Shuffle the decktet (with pawns and excuse) and deal 5 cards to each player.</p> <p><strong>Gameplay:</strong></p> <p>On their turn, a player may optionally play a card (see challenges below) and also may attempt to complete a challenge (before or after playing the card). Instead of playing a card, the player may discard as many cards as they want and draw as many as they discarded. Then, at the end of their turn, if they have less than 5 cards, they draw one card.</p> <p>Cards represent amongs other things, life, so if at any point a player has zero cards in their hand, they're out of the game.</p> <p>The goal of the game is to complete 5 challenges. When a player manages to complete 5 challenges the game is over and points are tallied.</p> <p>Cards can be either used to place a challenge on another player (including oneself) or as extra effort used to complete a challenge. If a challenge is attempted but the player fails, cards will also be discarded as damage is received.</p> <p>A challenge card is a numbered card of a crown card (value 10). The value of the card represents how hard the challenge is, and the suit/s what type of challenge. Challenge cards are played face up next to the player's power card or last completed challenge but side wise (to mean an uncompleted challenge). When completed, it's turned straight up.</p> <p>When playing a challenge on another player, the value of the challenge card cannot exceed the sum of all the cards in front of that player plus 3. So on a starting player, the maximum challenge can be of value 4.</p> <p>If a player already has an uncompleted challenge in front of him/her, no more can be placed on that player until it is completed.</p> <p>When a player attempts to complete a challenge (an optional action) they roll the die and sum the number of suits from their own power card and any completed challenge in front of them that match suits from the attempted challenge card. This way, each card can potentially provide a bonus of 2 points maximum.</p> <p>If the total number equals or exceeds the number on the attempted challenge card, it is completed and its card turned upright (to be used as power for future challenges). If the number is less than the value of the challenge card, the player must pay using suits from their own hand. If they can reach the target number by using suits from their own card matching any of the suits in the challenge card, the challenge is completed too (and those cards used are discarded, reducing the size of the player hand). The player completes the challenge but is damaged in the process.</p> <p>Note that 3 suits of that don't match the suits on the challenge card can be used as one of the necessary suit. These suits can be on one card or spread over more than once. Any left overs (if you discard 2 cards for 4 suits) are lost.</p> <p>If the player can't even complete the challenge this way (or doesn't want to) then they must discard a number of cards equal to the difference between the total number they got (the die roll plus any suits used from their hand) and the target number. As some cards may have two matching suits, it's better to use those cards for the suits before applying damage&#8230;</p> <p>When a player completes 5 challenges (they have 6 cards upright in front of them) the game is over. Each player totals the scores for the challenges they managed to complete and the winner is the player with the biggest score. Crowns score 12 points because having only one suit makes them harder than regular number cards.</p> <p>Maybe I should include some bonus points for the first player, but I'm not sure&#8230;</p> <p><strong>Extended Decktet</strong></p> <p>Pawns are special because they can't be used as challenges, only as effort cards when attempting a challenge.</p> <p>When the excuse is drawn, the discard pile and the remaining draw pile are shuffled together and a new draw pile is created.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-108965</guid>
				<title>List of structural features</title>
				<link>http://decktet.wikidot.com/forum/t-108965/list-of-structural-features</link>
				<description></description>
				<pubDate>Fri, 28 Nov 2008 17:28:39 +0000</pubDate>
				<wikidot:authorName>pmagnus</wikidot:authorName>				<wikidot:authorUserId>240017</wikidot:authorUserId>				<content:encoded>
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						 <p>I've added a page listing structural features of the Decktet, with some discussion of how they might be used: <a href="http://decktet.wikidot.com/structure">structure</a></p> <p>I decided to put this in the wiki, rather than on my homepage, because this isn't a finished list. There may be features that I've left out, and there are certainly ways to use these features that I haven't listed. I suspect that even some of the games already designed exploit these in ways I don't appreciate.</p> <p>As an aside: Even though new games don't need to exploit every feature of the Decktet, it is a problem if some feature frustrates the game. The current page does not have any discussion of this.</p> 
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				<guid>http://decktet.wikidot.com/forum/t-107899</guid>
				<title>&quot;Waving Hands&quot; based decktet game</title>
				<link>http://decktet.wikidot.com/forum/t-107899/waving-hands-based-decktet-game</link>
				<description>I&#039;m thinking about making a game which is based on this classic game</description>
				<pubDate>Mon, 24 Nov 2008 21:43:02 +0000</pubDate>
				<wikidot:authorName>maka</wikidot:authorName>				<wikidot:authorUserId>17523</wikidot:authorUserId>				<content:encoded>
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						 <p>I was thinking that the concept of <a href="http://www.boardgamegeek.com/game/5818">Waving Hands</a> game could be adapted to the Decktet.</p> <p>Gestures become Suits (let's call them Runes, for example). Instead of placing one gesture per hand, players would lay down cards in sequence horizontally and each suit in a card would be a &quot;gesture&quot; from a hand. This way, two lines of suits are made, and the each form one sequence for spells.</p> <p>As you're more limited in what suits you can use (in Waving Hands you can freely choose each gesture), spells would have to be shorter too. Example of spells could be Wyvern, Sun, Sun for a Fireball spell, or Wyvern, Wave, Wave for an Ice bolt. I've made a small table with some spells, using the meaning of each suit as a guideline for combining them in to each spell.</p> <p>Another idea I had is that the players play the cards on the table making a 2-d grid of cards as they play. When a player places a card so that when a sequence is completed (maybe restricting spells to horizontal from left to right and vertical from top to bottom) the spell is released. This way players have to take advantage of the growing board and can hinder each other efforts.</p> <p>Of course, this would dramatically change the game&#8230;</p> <p>Thoughts?</p> 
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