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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