I made a card game

  (Edited: )

I'm not sure if this should go here or under general or where, but... I made a card game.

It's for 2 players and is as strategic as I could make it without adding additional cards or making it ridiculously complex, although unlike most card games this one does use the jokers.

The working title is 'Retaliate', but if anyone has a better idea I'd love to hear it. There are also several other terms that are open to change. There are a couple rules that aren't 100% finalized yet, but the current rules are completely playable

Here are the rules:There are a couple of terms that I use, and there are a couple equations in the rules, but I do my best to clarify them.

  1. Strength (for lack of a better name, open to suggestions): The amount of cards played for either defense or offense. 1 fewer than the amount of cards drawn each round.
  2. Offense: Cards played face-up for both players to see
  3. Defense: Cards played in response to offense and are used immediately. Also played on round 1 by both players
  4. First player: I sometimes refer to the dealer as first player
  5. Second player: the player who isn't the delaer
  6. plunder: essentially it's score. Each card counts as 1 plunder, regardless of its value

  1. Dealer starts with 3 cards, second player starts with 2 cards, strength starts at 1
  2. Round 1 both players play defense, dealer plays offense
  3. Round 2 second player plays defense and offense
  4. Round 3 first player plays defense and offense
  5. Play continue in this fashion, with each player playing both defense and offense
  6. If both players have (((strength + 1)^2) +  1) cards then defense is played normally but strength is incremented before offense is played
    1. (((strength + 1)^2 + 1) will either be 5 or 10, depending on whether strength is 1 or 2. This equation was used to find those numbers and may be used to determine new numbers in case there is a desire to play with a double deck
    2. For this turn, the player who plays offense picks up (strength * 2) cards and other player picks up 1 card
      1. Afterwards picking up cards returns to normal
  7. When there is 1 card left in the deck the player who just played takes it (should be second player)
  8. At the end the dealer should have 2 cards remaining. These are given to the other player as plunder
    1. As compensation for the dealer having an advantage throughout the game.
      1. I'm debating adding an additional 1 plunder handicap to prevent a tie

  1. For each offense and defense, (strength) cards are played
  2. After each round, both players pick up (strength + 1) cards
    1. During the games of played this seems to be a point of confusion, so I'll restate this differently:
    2. After either player plays offense, both players pick up a number of cards equal to strength. Strength starts at one and, throughout the game, increases to 2 and then 3
  3. Each round the defense play is matched against the offense play from the previous round
  4. Whichever play is more skillful (again, open to suggestions for renaming) wins (see rules for determining strength)
  5. The winning player takes the cards as plunder
  6. In the case of a tie, neither player is awarded the cards
  7. The offense play is lain face up for both players to see
  8. At the end of the game, the player with more plunder wins
  9. Except for the first and last rounds, each player plays both defense and offense on his/her turn
  10. Theoretically, there should be a total of 14 rounds

  1. Numbered cards are worth their value, aces count as 1
  2. Jacks negate the opponent’s lowest card, if there are no numbered cards it does nothing
  3. Queens reduce the opponent’s highest card to the value of their lowest card, if there is only one numbered card it does nothing
    1. Queens seem generally useless, so I am considering changing this
  4. Kings take on the value of the player’s highest card, if there is no such card it takes on a 0
  5. Jokers invert opponent’s cards (10 becomes 1, 9 becomes 2, 8 becomes 3, etc.), do not impact face cards
    1. An easier way of finding the new value is subtract the old value from 11
  6. In order of greatest to least precedence: jack, queen, king, joker
    1. this means that jacks are used before queens, which are used before kings, which are used before jokers
  7. Once all special cards are accounted for, the values of the cards are summed and compared
    1. the player with a higher sum wins the play

  1. The importance of winning plays increases as the game progresses. The first 4 rounds are worth merely 15% of the total plunder, despite being 29% of the game time
    1. this is not to say that 15% can't determine the winner
    2. strategy comes into deciding how important it is to win that play, and whether it's worth using a high-value card or saving it for later
  2. During second player's last turn there is only one possible play, so be careful to leave yourself a good hand, after all that one play is worth 11% of the plunder
  3. Strength = 2 for the majority of the game. During this phase, jack-10 is unbeatable but can be tied, and king-10 is beaten only by a jack or a joker
  4. Jokers should be saved for defensive use, and are best when strength = 3
    1. if used offensively, the opponent can defend with aces, both getting rid of low cards and winning the play
  5. A king becomes useless if it has no card with it. This makes jacks very good at neutralizing them
    1. king-10 loses to jack-1
    2. This makes it a good idea to save kings for defense, unless you can be reasonably sure your opponent doesn't have a jack
  6. face cards on their own, so it's best to use them with numbered cards whenever possible to avoid being left in a bad situation
    1. the exception is that an all-jack play can tie anything

Apparently people are confused about the duality of offense and defense, so here are the first few rounds of an example game

  1. Bob and Judie are playing. Bob deals
  2. Bob gets 3 cards, and Judie gets
  3. Bob plays an 8 for defense and Judie plays a 6, so Bob wins that play getting 2 plunder.
  4. Bob plays a 4 for offense.
  5. The round is over so both players pick up 2 cards, leaving both players with 3 cards
  6. Judie defends against the 4 with a 5, winning the play and gaining 2 plunder. She then retaliates with a jac
  7. Both players pick up 2 cards, so Bob has 5 and Judie 3
  8. Bob defends with a 2, resulting in a tie and then retaliates with a 6
  9. Both players pick up 2 cards, leaving them both with 5
  10. Judie defends with a 5, yielding another tie, and then strength increments. She retaliates with a 7 and a queen
  11. Judie picks up 4 cards, and Bob picks up 1
  12. Bob defends with a 4 and a king, winning the play and gaining 4 plunder, before retaliating with a 7 and an 8
  13. Both players pick up 3 cards.

    I hope this is long enough to give you an idea

I hope that these rules aren't too confusing, and I would love feedback, especially regarding the terrible terms I'm currently using