Camp NaNo Day 4, and a card game
1364 words today, most of it involving a card game that gets more and more complicated every time I write about it.
It's a game I made up for this world, because how can you have a wild west setting without some good card games going on the saloons? And since this is a fantasy world, it had to be a fantasy card game.
Suits: Sun (4 pts), Moon (3), Stars (2), Earth (1), Air (2), Water (3), Fire (4)
Ranks: Dragon (15 pts), Mage, King, Queen, Priest, Crone, Warrior, Merchant, Hunter, Farmer, Beggar, Harlot, Fool, Demon, Death (1 pt)
The players lay down combinations of three cards, and see who has best combos. Points are determined by the point values of the cards along with factors such as straight flushes or three of a kind (suit or rank) and how much better or worse the combos are relative to the other players' combos, and are kept track of with colored pebbles. Bets can change after each time play passes around the table. Play continues until no more players can lay down a three-card combination. Points are totaled up at the end, but a really spectacular combo can win the game single-handedly. (Think catching the golden snitch in Quidditch. The point score doesn't necessarily matter when the snitch is caught.) The longer the game goes on, the more money is likely to be in the pot, so there's no advantage to ending the game early with an unbeatable hand.
Lainie, it turns out, is really good at this game.
Today's Camp Word Count: 1364; total 3720/30,000
It's a game I made up for this world, because how can you have a wild west setting without some good card games going on the saloons? And since this is a fantasy world, it had to be a fantasy card game.
Suits: Sun (4 pts), Moon (3), Stars (2), Earth (1), Air (2), Water (3), Fire (4)
Ranks: Dragon (15 pts), Mage, King, Queen, Priest, Crone, Warrior, Merchant, Hunter, Farmer, Beggar, Harlot, Fool, Demon, Death (1 pt)
The players lay down combinations of three cards, and see who has best combos. Points are determined by the point values of the cards along with factors such as straight flushes or three of a kind (suit or rank) and how much better or worse the combos are relative to the other players' combos, and are kept track of with colored pebbles. Bets can change after each time play passes around the table. Play continues until no more players can lay down a three-card combination. Points are totaled up at the end, but a really spectacular combo can win the game single-handedly. (Think catching the golden snitch in Quidditch. The point score doesn't necessarily matter when the snitch is caught.) The longer the game goes on, the more money is likely to be in the pot, so there's no advantage to ending the game early with an unbeatable hand.
Lainie, it turns out, is really good at this game.
Today's Camp Word Count: 1364; total 3720/30,000
Published on April 04, 2013 21:35
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