(Cards and Tarot) Multi-Player Games
Card games I invented (still in beta testing). You will need a Tarot deck, standard playing cards, and a 20-sided dice. Lots of house rules possible.
Love & War
This is a game for standard playing cards, essentially group (4-player) Solitaire.
- To win, a player must complete an Ace-King stack of his royal house
- A 20-sided dice is used to regulate play. 1-13 to reference each card and 14-20 reserved for up to 7 "Actions" moves
- A player can choose to move cards or roll, then move cards. If the roll fails, he can make a deal / contract with one other player
Dice rolls enable the following 6 Actions.
- Jail - card is turned sideways (deactivated) until release
- Tax - take a player's card(s)
- Fund - give another player your card(s)
- Fortify - exclusive rights to a player to move a cascade
- Marry - a cascade of cards may fork two cascades
- War - players are constrained from free movement of the cards
This is a game for a Tarot deck of cards. There are only 3 main rules:
- 12 cards are laid out from out of the 4 categories: Personas, Values, Royals, and Numbers
- Up to 6 players use these cards to individually plan (on paper) a 12-stage start-to-finish goal for an adventure set by concensus
- Players have to explain why they progressed to their next stage or be held back in negotiation with the others
There can only be 3 negotiation outcomes. In all cases, a player must be dragged to the finish.
- Someone helps
- A stage goal is reworked
- A card is de-merited
At the end of the game there is a consolidation in 3 parts that carries on into the next adventure, this time, with magic!
- Memory – test each card and its history of negotiation against their negative cards
- Personality – test the overall sum of cards against a negative Persona card
- A player's persona grows his virtues in future games, onto his mastery of the minor arcana spell sequences. Each card has innate "magic" unlocked by specific virtue / persona (skill levels)
This is a PHYSICAL SPORT employing a Bolas or specifically a Boleadora which is a three-cord lasso. Each player has one of these he makes for himself from comparatively light knotted paracord. These may be of custom design, labelled for owner's recognition.
- Teams have a "King" they must protect from being snared by low throws of the Boleadora to the legs. The King can only walk, not run
- A player who is snared is let off pitch. One who loses his Boleadora must not participate until he recovers or receives it back
- The round ends when a King is snared or when a side loses all its Boleadoras
FreeLunch.my, C. K. Yap, email@example.com