On Mon, May 4, 2009 at 2:37 PM, Austin Shapiro wrote: Hi, Micah, David Linz and I have been testing a card game which I invented on the way home from campus last week. It seems pretty robust. I thought you might want in on the fun. The central idea behind the game is that as you collect tricks, you're also building the deck you'll have to play from in the following round. The objective of the game shifts over time. It takes delicate planning to do well in the present round while also setting yourself up to win future rounds. Sometimes you have to realize that you can't do both, and decide which goal offers a higher chance of success, then specialize in achieving it. Here are the rules as they stand now. You need a pack of 26 cards, comprising 2-4-6-8-10-Q-K in every suit (with K high) except spades, in which the Q and K are omitted (and 10 is high). This unusual deck is designed to prevent ties. I admit that there's also a certain arbitrariness about it, in deliberate imitation of the arbitrariness found somewhere in the rules of almost every classic card game. But this deck seems to work pretty well, and the shortness in spades makes the last round of the game extra-challenging and intense. The game has five rounds, assuming it doesn't end prematurely in a blowout. The rounds are designated Notrump, Clubs, Diamonds, Hearts, Spades, in that order. In the first round, 1 point is at stake; it goes to the player who collects a majority of tricks (at least 7 out of 13). In each subsequent round, 2 points are at stake: 1 for a majority of tricks, and 1 for collecting a majority of the trump cards (4 out of 7 clubs, diamonds, or hearts; 3 out of 5 spades). A whole game offers 9 points, of which you need 5 to win. A round is a series of thirteen tricks. A trick consists of the leader playing a card, and the other player (the follower) answering with any other card. There is no obligation to follow suit. If the follower has answered with a higher-ranked card in the led suit, or with a higher- or equal-ranked card in the trump suit (if any), then he takes the trick and collects both cards. Otherwise, the leader takes the trick. Each player draws a card to replenish his hand, unless there are no more cards to draw. The winner of the trick leads to the next trick. In the first round, both players draw from a common deck. Six cards are dealt to each player to begin; thus both players always have six cards in their hands until the deck runs out. The leader of the first trick is determined by coin flip or mutual agreement. The round is played just as described above. The later rounds are the same, except that: * Trumps come into effect, as described above. Notice that low trumps aren't terribly strong -- e.g., the 2 of trump can only beat other 2's. * The first trick is led by the player who took the previous round's last trick. and the key difference: * Each player has his own draw pile, consisting of the cards he collected in tricks during the previous round, shuffled between the rounds. This means that one player's draw pile will be bigger than the other's. Once the smaller pile runs out, both players share what's left of the single remaining pile. (It shouldn't matter who draws first from it after each trick, but as a matter of convention -- since classic card games are as steeped in convention of performance as in convention of arbitrary rules -- let's say that the player who conceded the trick draws first, while the other is collecting his trick.) Those are the complete rules. Playing time for a full game is about 20 minutes. I could tell you what I've figured out about strategy, but I'd rather see what you come up with in isolation. Besides, after only six games (under three different rule sets), I'm hardly an expert. Anyway, I'm satisfied with the apparent depth of the game. If you have time when Mandy and I come to New York, I'd love to give it a whirl with you. Austin