ARMAGEDDON
Kruth
* Kruth
* Whira's Luck
* Tablelands Topple
* Fourteen
* Plains Pile-Up
* Reading Fortunes with Kruth Cards

* Back to the Game Index

Kruth

Kruth is a card game played in many parts of the Known World, but most notably in Allanak. A standard deck of Kruth cards consists of a base of twenty-four cards, repeated in equal proportions. There are four suits (Wind, Sun, Stone, and Water), and six ranks (Life, Truth, Fate, Kings, Deceit, and Death).

The command to deal Kruth is "deal deck ...", where " ..." is a list of one or more people to receive cards. The list can contain duplicates and recognises "me" to mean yourself. For example, "deal deck me me Turgon Turgon Bram Bram" would deal two cards each to yourself, Turgon, and Bram.

The uses of a Kruth deck are as various as the combinations of its cards: gambling, choosing between courses of action, fortune-telling, entertaining games of chance, and challenging games of skill. The limits are one's imagination (or at least, the imagination of one's character). An example is presented below.


Whira's Luck

Best played with three or more people, Whira's Luck made its first appearance in Year 15 of the 19th Age, and quickly was granted its name in honour of a female Whiran, Alyanath (other elementalists dispute to this day Wind's position of high suit). In each round of play, the participant ending up with low card must entertain the others in some harmless way of their choosing. A single replacement draw gives the game its small degree of skill.

Determination of the low card is made by rank, with Life alone above Truth, Fate ruling over Kings, and Deceit prior to Death. In the event of a tie of rank, suit is referred to; Wind is the highest suit for its place in the sky; Sun next, companion of the Wind there at times; Stone third, both Wind and Sun above it, and Water lowest of all, for its place under Stone.

After the initial deal, if a player decides that he or she does not like what Whira has granted, a new card can be demanded; the first must be openly discarded beforehand. Once all have had a chance to request a replacement, cards must be shown, and fickle Whira will choose who is now at the tender mercy of the triumphant (and possibly relieved) group.


Tablelands Topple

A variation of Whira's luck, in this game each player is dealt a number of cards that is a multiple of five, the number of cards dependent on the desired length of game.  Ten cards apiece is typical.  One card is pulled from the deck and placed in the center to start play. Each player attempts to discard a card, and if they cannot discard, they are dealt a new card as their turn. The player must match the last card discarded either in suit or rank.

The card values go from death to life, and each time a higher card is played the ante goes up by the difference of value.  If a life is played on a death the ante goes up five points.  If the suit changes the ante remains the same.  The first person to relieve themself of all their cards wins the entire pot.  The stakes are dependent on the worth of the points, if each point is worth five coins the game can't cause anyone a loss of greater than 25 sids.    This game is typically played between two people. Created by House Fale.
Submitted by Tetrad.


Fourteen

In this game the cards are all given a number value, death being one, life being six.  Each player is dealt two cards.  Players have turns and on their turn they can either discard, get an additional card or call.  Players can have as many cards as they want but may not go below one card.  If someone calls all players must show their hand; the closest person to fourteen without going over wins, ties goes to the caller.  If you go over fourteen but get a chance to discard before someone calls, than having gone over fourteen does not matter.  Betting takes place before the game.  If you call on your turn AND win than you win the amount you betted from each player (Note: you can not take anything higher from a player than they bet themselves)  So if you bet five and someone else bet four you can take four from them, but if someone else bet ten and you bet five you get five from them.  If you do not call and you still win than you get the entire pot.  Ties go to the caller.  This game is typically played by at least 3 people.  Calling may not take place on the first round.  This game also invented by House Fale.
Submitted by Tetrad.


Plains Pile-Up

This Kruth game, founded by house Fale, had a unique objective when it was created.  Instead of winning by meeting a condition, the objective was to beat your opponents.Generally played between two or three people, the game first required a card limit.This limit varies the length of the game, the higher the limit, the longer the games lasted.  Originally designed for a ten card limit.  If a player's hand exceeded ten cards they were out.  The game starts with every player being dealt two cards.  Turns were taken in a preset order and at the beginning of your turn you had to draw a card. You could either pass or discard.  In order to discard the cards you wanted to discard had to be of the same mood and at least a pair.  Your turn was over when you discarded.  If the cards you discarded were also of the same element, you were able to discard another set. These are called combos. You could continue to discard as many times in one turn so long as made combos. Every time you successfully complete a combo the next person who takes a turn must draw an additional card.  Therefore if you complete three combos, they must draw four cards, one for each combo and the card they already have to draw at the start of their turn.  Combos only count when successfully completed. Therefore if you start a combo, but do not have another set to discard, then your combo does not count and the next person does not have to draw an additional card.  Also if you discard a set of more than two cards then your opponent also has to draw addition cards for each set of greater than two.  Discarding a set more than two does not alone count as a combo unless all cards in the set are of the same element.  Winning occurs when one player remains. You're out if your hand includes equal to or greater than the max number of allowed cards at anytime in the game.
Submitted by Tetrad


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