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I have already posted this on BGG some months ago, but now I have added entry to this wiki too.
I can't link it but search for "Hexaract" on the wiki.

Any feedback, suggestions, discussion etc. is welcome.

New game: Hexaract by SilldarionSilldarion, 02 May 2017 08:44
Re: Emu ranchers
pmagnuspmagnus 15 Feb 2017 16:42
in discussion News / New Games » Emu ranchers

Correct: When you play a Crown to an increasing stack or an Ace to a decreasing stack, then you can't play any more cards on that stack.

Welcome to the world of the Decktet. I'm glad that you are enjoying Emu Ranchers.

Re: Emu ranchers by pmagnuspmagnus, 15 Feb 2017 16:42
Re: Emu ranchers
Ragg TaggRagg Tagg 15 Feb 2017 03:28
in discussion News / New Games » Emu ranchers

Well, I guess I'm REALLY late to this dance! But I just recently dived into the Decktet world, and even more recently tried my hand at Emu ranching. My wife and I played it for the first time last night and had a blast. I just wanted to kinda double check something…

Am I correct in understanding that playing an Ace or a Crown on a previously established bird effectively closes off any further play on that bird?

As I indicated, we only have a few hands of playing experience, so I haven't yet worked out the best strategies (i.e. starting most birds with either an Ace or a Crown hoping to get the 5 point bonus) but it seems like a game with a lot of replayability.

Thanks for your hard work.

Re: Emu ranchers by Ragg TaggRagg Tagg, 15 Feb 2017 03:28

Magi is inspired by the playing card solitaire game "Oracle Patience". It is called Magi after the three wise men of the biblical narrative which here represent the three powers of man that battle for dominance - Intelligence, Emotion, and Instinct. These powers, or Magi, are represented by three Personality cards that contain between themselves all suits of the Decktet, the Lunatic corresponding to the mind, the Painter corresponding to the sentiments, and the Savage corresponding to the body. These personalities are arranged as the three corners of a triangle and courts are built around them by placing a card at each of their four sides as they are upturned from the pack. The upper card in each court is immovable; the three others are moveable meaning that they can capture and be captured.

Upturned cards are first played to contribute to a court with a corresponding suit if space is available. If the card corresponds to multiple Magi, it is placed at the court corresponding to the highest available suit in the depicted arrangement. A court is completed when all four sides of a Magi card have been occupied.

If a card containing one of the suits of a Magi with a completed court is turned up, and it cannot be previously be played as part of a court, it activates the power of the corresponding Magi. If the card corresponds to multiple completed courts, priority is given to the highest listed suit first.

Once the power of a Magi card is activated, the upturned card may be used to capture a card of the same value from another court. Both cards are then placed on top of the stack above the corresponding Magi card. If no capture is available, the card is similarly placed on top of the corresponding stack. Additionally, the three movable cards of the court of the activated Magi card may also capture cards of their value from other courts - one stack each. These cards are placed beneath their captors and may be recaptured as a set. If no cards of a similar value are available for capture by the three movable court cards, then nothing happens and another card is upturned from the deck.

Gameplay proceeds in this manner until the deck is depleted. The Magi card surrounded by the highest total value of cards represents the power that is dominant in the player during the gameplay session. Aces=1, Pawns=10, Courts=11, and Crowns=12. Numbered cards are valued accordingly. The Excuse is not used in this game.

(This game is still being tested)

I think the game predates the Courts, and they might be too powerful an addition.

Re: entire deck? by fiddly_bitsfiddly_bits, 07 Feb 2016 03:09

Hmm… As I read the English phrase "at least one matching each of the three suits", it's ambiguous between requiring three tokens (one for each suit) or one tri-coloured token. That's the grammar of it. Since tokens only represent one suit each, context fixes it to mean three tokens.

Maybe I'll take a crack at rewording it.

Re: It's now the rule by pmagnuspmagnus, 27 Oct 2015 17:21

A player may develop a Court as a property by spending 10 resource tokens matching any of the three suits, with at least one matching each of the three suits.

Not being a native speaker but doesn't that mean that one token would have to have three colours?

EDIT: wrong reference to message, should have beesn starting a new thread on the rule wordings.

Re: It's now the rule by derwischderwisch, 27 Oct 2015 09:02
BozoDelBozoDel 28 Sep 2015 01:55
in discussion Special / Per page discussions » Head Solitaire

With a few plays under my belt, I'd say making it optional is better, just because you'll rely less on luck and more on planning.

by BozoDelBozoDel, 28 Sep 2015 01:55
pmagnuspmagnus 26 Sep 2015 16:00
in discussion Special / Per page discussions » Head Solitaire

As for whether you are forced to meld: My hunch is that the original design makes them optional. This is obviously a variable you can adjust to vary the difficulty.

Regarding the Courts: There was a time in the distant past before there were Court cards. Head Solitaire is from from those dark, early days.

by pmagnuspmagnus, 26 Sep 2015 16:00
WkrWkr 26 Sep 2015 07:58
in discussion Special / Per page discussions » Revelation

CC by-nc-sa.

by WkrWkr, 26 Sep 2015 07:58
WkrWkr 26 Sep 2015 07:56
in discussion Special / Per page discussions » Revelation

Right. It's needed majority. If anyone has more points, no one gets the Ace.
But if someone has the Ace of previous hands and ties with others in the last hand, he maintains the Ace.

by WkrWkr, 26 Sep 2015 07:56
BozoDelBozoDel 26 Sep 2015 01:54
in discussion Special / Per page discussions » Revelation

In case of a tie, nobody gets the Ace, right?

(And since I'm here, let me tell ya, saying that something is under a CC license means nothing, you have to specify the license. Unless it's under the same license as the whole wiki, in which case, there's no need to bother at all.)

by BozoDelBozoDel, 26 Sep 2015 01:54
BozoDelBozoDel 26 Sep 2015 00:24
in discussion Special / Per page discussions » Head Solitaire

So, if there is a meld in my hand, do I HAVE to put it in the meld archive? If yes, do I have to put all possible cards in it?

Real life situation: say it's phase two, and I got four Crowns in my hand, and one of them is the Crown of Waves. But I know the 9 and 8 of Waves are coming next draw. Can I keep the Crown of Waves out of the meld? I can also imagine a situation where one would prefer not to make a meld in phase 1, in order to perhaps put the cards in a more effective order and discard them.

Also, the rules for the extended deck don't mention Courts, but they're there, right? Just like Pawns? I saw a 41 card deck somewhere… were the Courts previously not in the extended deck?

by BozoDelBozoDel, 26 Sep 2015 00:24

While Pawns and Courts are versatile, the Crown is rather weak in comparison, as it can be a total dud in a fight, and in itself hard to obtain. At the moment I try to avoid all Crowns in the first round, even if it means forfeiting a fight. This seems to narrow down the strategy for me.

Do you feel it might be worthwhile to give the Crown a boost?

Crowns by derwischderwisch, 09 Sep 2015 09:29

The "hand" is a face down draw pile. I will work on the wording. I will try to add something for the aces and the excuse also. I play with the excuse having 0 points towards the current goal and aces having only 1 point.

Re: Rules wording by mricheymrichey, 09 Sep 2015 04:12

I can't believe someone tried to play a game I made up. I'm shocked. The Hobbit was obviously my inspiration for the theme. I agree the directions are ambiguous, I've never had to write directions for a game before.

I tried that with the Spanish page for Bharg. Although the breadcrumbs navigation works to connect the translation back to the English version, there isn't any visible connection leading from the English version to the translation.

Adding [[module PageTree]] would make the link, but without any explanation. Often the non-English pages have the same title.

Re: Translation by pmagnuspmagnus, 06 Aug 2015 20:18

The page exists and is linked from the German welcome page via the text "die ganzen Spiele". I can't look at the source but the page seems to update automatically with new de-game entries.

Any article can be delared as a parent of another without breaking naming conventions. See It is "heavy work" when done as an afterthought but still doable with the low number of translated pages here.

Re: Translation by derwischderwisch, 04 Aug 2015 08:06

There's a section of the sidebar for "Languages besides English". The first of those was set up by Jorge, who started the wiki. The Spanish link (which he set up) is a list of all the pages that are in Spanish. Other languages have been added as contributors have come along.

The French link is to a welcome page that lists all the games with French rules at the bottom.

The German one links to a welcome page that doesn't have such a list. Following the pattern for the French welcome page, something like:

[[module ListPages category="de-game" order="titleAsc" ]]
* %%linked_title%%

I'm not opposed to something more thorough, but I don't really know much about it. Would changing it so that translated games were child pages require moving all of the game pages?

Re: Translation by pmagnuspmagnus, 04 Aug 2015 03:24

I have looked around the docs and there doesn't seem an obvious way to list possible translation in an automated way. Translations are so few and far between that some signal should be hoisted where they actually exist. I would not edit a URL manually to see if a translation exists.

One possibility would be to use the site structure features of Wikidot. Translations could be played as children of the original articles. A game page skeleton would include the names of its children.

Re: Translation by derwischderwisch, 03 Aug 2015 09:21
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