Believing in Yourself Made Easy

There is really no reason for this to exist

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This game uses the same deck as Smuggler and Stacker but 0’s are read as 5’s, and the cards are suited.

The goal of the game is to compose the best hand by bidding on the remaining 10 cards. A hand is composed of 1 ‘meld’ and 1 pair. A meld is any 3 suited numbers in a row (aka a run), or 3 copies of the same number (aka a set).

Both players draw a hand of 5 cards and, idk like 10 poker chips. The remaining cards in the deck are placed face up on the table in front of both players.

Starting with the non-dealer, players alternate bidding on cards until they run out of chips. They do this by placing their chips on a card that they want. After both players run out, they each take the cards that they won - ties means that neither player gets the card.

Each player now composes their 5 card hand (discarding any unecessary cards) and then they reveal simultaneously. The player with the more powerful hand wins.

Valuing Hands:
Scoring hands is simple.

Add all the cards of your set.
Take this value and multiply it by the number on your pair cards. So if you have a pair of 4’s, you multiply this by 4.
Therefore if you have a hand that conists of 444-33 you have 36 points.

This game is probably really swingy and random. It’s worth pointing out I don’t test these. Well, more like I haven’t had the chance to. If a player starts out with a monster hand there’s not a lot you can do about it and then that player can just overbid all the cards you want. Idk.

Filed under game design head hurts

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9 days in a row. Missed work because this headache comes and goes, and when it hits it hits really hard. Figuring this was the end of the line, I went out and bought kolaches because if my head’s going to explode I want to die having eaten delicious breakfast food.

I’m also watching the Bourne trilogy because he gets headaches, and he’s fine.

Anyway here’s a game I came up with.


This game uses the same deck as Smuggler.

Both players draw a hand of 5 cards. Starting with the dealer, both player place a card face up on the table.
Starting with the non-dealer, each player alternates placing a card in the ‘line’ face down. This player is called the active player.
If, when the active player places a card, the other play suspects the sum of the line is greater than 8 he or she may claim ‘tumble.’
At this point, the active player reveals all the cards in the line. If the sum is greater than 8, he or she loses. Otherwise, the person who claimed tumble loses. The winner gains points equal to the value of all the cards in their hand.

This game is probably too random to be serious. While it seems obvious to play your 0’s because they aren’t worth points, if you play a big card early you can set up the opponent for failure. For instance, if the initial 2 cards are 4’s than the only cards that can be safely played are 0s, so the opposite player would assume that’s what you’d have to play. Instead, you play anything else and he doesn’t call tumble (because you would be crazy not to play a 0), and when he plays his 0 you call tumble and he automatically loses. That is, unless, he knew you were bluffing and called your original card.

Filed under game design headaches

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There’s not a more defeating feeling than waking up with a headache and debating whether or not it’s worth taking Ibuprofen. For reference, here are the issues associated with taking too much:

Blood in stool
Vomiting blood
Stomach pain
Headache (lol)
Difficulty breathing
Slow breathing
Profuse sweating

So 7 days this week I get a headache, which is a new record. During the weekdays after or during work, and on the weekends I just wake up with them. I’m not even sure what I’m complaining about, since obviously I should just go to the doctor instead of write a blog post.

Anyway here’s a game I came up with.


You play with a deck of 20 cards. Each card as a number between 0 and 4, and there are 4 copies of each card. If you want to play with a typical poker deck, just remove all the cards above 4. Aces are 1s and 0s are any one set of face cards (or if you have 4 jokers that would work).

It’s meant for two players, but since I haven’t actually tested it even once yet it could work with more I dont fucking know. Anyway, one player is the smuggler, and the other player is the inspector.

Each turn the smuggler will bet how many succesful carries he can make with a maximum of 4 per run. A run is made up of multiple carries, and a carry consists of the following:

The inspector flips over the top card of the deck - this is called Hold card. The smuggler also draws until he or she has 4 cards.
The smuggler can now play a single card face up and as many cards as he or she wants face down.
The inspector will then guess if the sum of the cards is equal or less than the Hold card (Clear) or higher (Bust).
The cards are revealed.
If the inspector guesses correctly, the run immediately ends and the smuggler gets no points, and the turn passes to the other player. If the inspector guesses incorrectly, the players move on to the next carry

After each successful carry, all played cards are discarded face up, but the smuggler can keep any cards that were not played.

Points are scored by completing the run. If any carry of a run fails, the run itself has failed and the turn passes. If the run succeeds, the smuggler gains points equal to the number of carries in the run and the turn passes. You win when you reach an arbitrary amount of points (maybe 5).

So it’s basically a bluffing/number counting game. Since the number of cards reduces each carry, a wise inspector can reasonbly determine which cards the smuggler has, so it’s in the smuggler’s benefit to use as few cards as possible. The 0 cards create most of the bluffing potential, as the smuggler can stack them on a low card to bait a bust.

Filed under headaches game design head hurts

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New Home Knew

After exhausting the life of their home planet and years of searching for a suitable replacement, the humans finally discovered a planet not only capable of supporting life, but also containing a wealth of much needed resources.

They called the planet Yeniev.

The original colonization went extremely well, and more and more people migrated to the new planet in hopes of finding a better life.

Before all the humans could colonize the planet, some explorers discovered a vast network of ruins underground filled with collection of strange weapons and technology. The caverns and tunnels went on seemingly infinitely, but no native inhabitants were discovered. Just their(?) technology apparently left behind.

The humans adopted the technology readily — with it they were able to: clear out areas previously uninhabitale due to deadly wildlife, advance medical technology with the strange symbiotic armors they had found that could heal wounds inexplicably, and travel very far distances without the need for fuel using beast-like vehicles.

At first there were only a few side effects to the symbiote tech. Some people would get extremely dangerous fevers, and then descend into mad ramblings. Later on people started to become more aggressive, and violent. Before anyone realized it, there were masses of crazed, armed men firing on civilians.

The global defense force fought back, ironically, using the same technology and managed to push their enemies underground. They dubbed the symbiotic psychos Vergolum, a term they discovered in forerunner notes left behind in the ruins.

For years after, the Vergolum would emerge from the ground and cause chaos for seemingly no reason. At first they seemed mindless, but soon after they sent envoys very much like humans that would demand to parley with officials, but would quickly degenerate into violent maniacs.

The remaining humans gathered all they could (including Yenievan notes and tech) and spread to farther reaches of the planet, but no matter where they went the Vergolum seemed ubiquitous — springing up from the ground like maniacal weeds.

The humans discovered the corpses of their fallen were being taken by the Vergolum and reanimated through the use of symbiotes. After the toll became too great, sects of humans began leaving the planet in search of another.

Unfortunately, the Vergolum had symbiotic vessels of their own, and began to pursue a few of the human ships, thus beginning an intergalactic feud that would last thousands of years.

Currently, human soldiers are tested against the symbiote armor to ensure their reaction to it is neutral. A person who fails the test cannot ever use Yenievan tech, thus they have to rely on the military technology of the humans.

Filed under sci-fi rambling

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In Archeage as an elf you raise an elk from birth. It’s a standard MMO quest where you just give it stuff and it gets bigger, but it’s an interesting feeling knowing you didn’t just buy your companion. It even follows you around when you’re not riding it. 

In Archeage as an elf you raise an elk from birth. It’s a standard MMO quest where you just give it stuff and it gets bigger, but it’s an interesting feeling knowing you didn’t just buy your companion. It even follows you around when you’re not riding it. 

Filed under Archeage