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Invented Card Games. This section of the card games site is devoted to new games played with existing cards. The idea is to provide a forum for card game inventors to publish their ideas, and to try out and comment on each other's games. Traditional card games will not be found here, but in the main body of the site (see for example the alphabetical index). New games which require a special pack of cards designed for that game, which you have to buy from the publisher, will also not be found here. They are listed on the Commercial Games page.
Most of the games on this page have been contributed by their inventors. If you have any questions or comments about one of these games, please ask the author of the game, not me. If you would like to contribute a game of your own to this page, or publish a comment, variation or improvement on one of the games here, you can send me your contribution by e- mail. Please try to describe your game clearly. It is surprisingly hard to write out the rules of a game in a way that can easily be understood by a reader who has not seen it played. In most cases I will write back and ask you a few questions, to clarify any doubtful points.
Therefore please write from a valid e- mail address and be prepared to answer follow- up questions, otherwise your game will probably not be published. The games are at present listed in alphabetical order (with numbers at the end). Eventually I may organise them into categories.
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The Aardvark Game (archive copy)A game for friends, created by James Quin, Adam Tilghman, Luke Weisman and Renée Sharp. Abracadabra. A trick- taking game with exact bidding game by Paul Newton, in which players not only predict how many tricks they will win, but also which ones. Abroasta. A speed game by Tom Acker and Rachel Secenghier, reminiscent of Spit or Racing Demon but much simpler. Abstrac. A game of perfect information for two players, by David Parlett. The 2. 4 cards are laid out face up in a row and players take turns to remove cards from one end, trying to collect combinations. Abundance. A two- player game by Matthew Shields, in which cards are auctioned, and the suits that turn out to be most abundant have the least value. Ace Chasing. A game by Matthew Allen in which players swap single cards and bet on whether the final player will have the lowest card.
Invented Card Games. in which each card played must match the difference between two adjacent cards in the layout. with simultaneous drawing and discarding. The basic difference between the two lies in the way. simultaneous-move games. Evolutionary game theory studies games that are played over and over again by.
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Ace of Death. A simple but violent game, related to Ace of Spades and Suicide, contributed by Patrick Nance. Ace of Spades. A game of impressive simplicity, explained by Eric J. Egolf. Ace Pit. An unusual two- player trick- taking game, contributed by Bill Hurn. Ace Race. A card game for 2, 3, 4 or 6 players by Adam Mepham and Samantha Le, in which the object is to get rid of cards, and the player of an ace can change the rule of play. Aces and Faces Quarto.
An adaptation by Eugene Fitzgerald of the board game Quarto, using a standard deck of cards. Addenda. An adding up and trick- taking game for two or four players, by David Parlett.
But the difference between her and. Hands of Fate is an Insufferable Genius of card games. acting infinitely superior to everyone while simultaneous behaving. Downloads; Getting Started; Compatibility; NAS Selector; NVR Selector; RAID Calculator; Online Support Form; FAQ; ASUSTOR Online. ASUSTOR Developer Corner; ASUSTOR. . rounds and time-keeping systems in games. are almost entirely simultaneous in. round-robin start and (C) random—the difference being the order.
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Each trick consists of four cards of each suit and is won by the last player who keeps the total of the cards played to 1. Adder (archive copy) A game by Steven Hammon in which players try to get rid of their cards by discarding them on three piles. Addition War. A War variation by Jesse Weinstein and Nancy Fuller in which cards are played two at a time and added.
Advanced Switch. A variation of Switch (British equivalent of Crazy Eights), contributed by David Walters. Advantage (or Vigoda)An unusual two- player game by J. Brukhman, in which players try to form pairs by a process of playing cards to a layout, exchanging hands, and exchanging cards from their hands with piles from the layout.
Aggravation. A Contract Rummy variation from Bette Procter. Ambition. A four- player point- trick game by Mike Church, in which twos are high if an ace or picture card of the same suit is played, but low otherwise, and the aim is to take the second highest number of points in each deal. Ambusch. A Rummy- like game by Jack Russell and Steven Ellis, in which the winner of each hand saves the final discard to try to build a winning poker hand over a series of deals. American Bank. A competitive patience game by Bill Perkins.
Anandis. A game in which the two players try to guess the identity of a face- down card, gathering evidence by forcing the opponent to reveal cards of a particular number and suit. Anarchy. A game of the eights type, but with stronger than usual restrictions on what cards can be played, by Jimmy Kaplowitz and Kofi Mills. Android Whist. A two player card game by Tuomas Korppi in which each human player is partnered with a robot player that responds to a limited set of commands. Angel (or Afterlife).
A draw and discard game by Rick Orobko, in which a player can call for "judgement" when they think they have the best hand. Ants. A two- player game by Brad Paras in which the object is to complete an ant colony of 1. Arlington. This has nothing to do with the Rummy game of the same name. It is a game for two to six players which involves getting, playing, and keeping played certain combinations of cards. It was contributed by Dennis Himes. Army (1)A straightforward game of turning over cards, somewhat like War, except that instead of collecting won cards a score is kept on paper.
Contributed by by Justin Kohli. Army (2)A simple two- player game by Kia Green in which cards are played simultaneously and the loser of each round loses a stamina point. Ascot. One of Keith Stevens' new card games. The aces take part in a 'horse race' controlled by the tricks taken in a game of German Whist. Ascending Rules Uno. An Uno variation, contributed by Chris O'Hare. As Easy As 1- 2- 3 (archive copy)A casino gambling game in which three blackjack (2.
Assassin Ace. A variation of Suicide (in which players are eliminated if they turn over the Ace of Spades), by Jason Krueger. Assassin Poker. A poker variation by Joel Lau. Attack(archive copy)A War variation by Michael Camarata in which players have five- card hands to play from. Attack. Jack. A Blackjack- based game by Caedyn Danow, in which the players play against each other rather than individually against the bank. Auction. A game for 2 or more players by Alex Kutsenok in which players use numeral cards from their hands to bid for picture cards turned up from the deck. Auction Flop Poker A kind of Draw Poker in which players pay to discard and bid for replacement cards, by Charles Magri.
Auction Scumbag. A President variation with auctioning of cards, contributed by Nathan Hedt. Autumn Leaves. A straightforward but challenging solitaire game with similarities to Spider, by Toby Ord. Avalanche. An original game for 2 to 6 players by Légrády Gábor and Kápolnás György. Awol Bridge. A three- handed bridge variant by Martin Chapman.
Babies' Daddy. A 7- card Stud variant by Bill Curran. Backwards Cribbage. A Cribbage variation by Cody Myers- Miller in which the object is to avoid scoring points. Barbecue. This game for 3 to 7 players by Xavier Lardy uses special cards depicting sausages and kebabs which are rotated as they cook. The card designs and rules in many languages can be downloaded free from the web site. Barbette. A shortened version of Barbu requiring only 1. Warren Chang. Barbu Bridge.
A hybrid of Barbu and Bridge invented by Mark Brader. Barbu for three players.
Four three- player versions of the classic game Barbu, contributed by Noel Leaver, Don Lagosz- Sinclair, Mark Brader and David Smith. Bargain Bin. A simple card game by Kewlio in which playing a card increases or decreases one's own or another player's score. Barra- Can. An elaborate game of melding combinations with four discard piles, contributed by Carlos De La Riva. Barry's & Les's. A variation of President played with a pack in which all four suits are different colours, by Anthony O'Dea and others. Baseball, National League Rules. A seven card stud poker variant by John Noriega.
Baseborn. A game by Nick Bos in which player try to collect a flush by bidding for cards. Bastard. A shedding game contributed by Daniel Manship, in which the cards played must be of alternate colours. Batallion. A game for 3 to 6 players by Tim Orcutt, in which players attack and defend using sets of cards of the same suit. Battlefield Cribbage. An interesting Cribbage variation by Shane Murphy, which incorporates a draw and discard mechanism similar to Golf. Played cards are placed in the "frontline" and are no longer part of a player's hand.
At the start of each turn a card is drawn from the deck, or the card played to the frontline by the previous player is taken, to be replaced by a different played card. Battle Pairs. A straightforward game by William Malloy in which players race to make pairs from cards in their hands. Battle Whist. A four- player game by Jay.
I Sharn - players try to collect high cards by drawing and discarding; then two player conduct a battle in which the higher cards win. Best, Pair and Thirty- one. A hybrid for two players of several 1. Robert Reid. Betrayal. One player, unknown to the others, is the traitor; the others are allies. The traitor and allies try to eliminate each other by a series of 'accusations'. Contributed by glitchninja.
Beyond. A sophisticated exact bidding game with a Bridge- like auction, contributed by Jens Bai. Bid. A GOPS variation by Brendan Winter. Bid Fair. A game for two players by Matthew Shields - a twist on his game Third Hand, which rewards cooperation with your opponent - naturally, with strings attached. Big Al's Guillotine. A poker variation, contributed by Al. The Big Game. A variation of Texas 4. Howard Fosdick. Bino (archive copy)"The Computer Math Card Game".
Players race to make a high score using the cards of their hand to represent decimal and binary numbers. Contributed by Jim Mac. Math. Birthday Suit Uno.
Uno played with exposed cards. Bisko- Bobo. A somewhat intricate showdown game by Richard and Robert Peluso in which players try to form sets of cards of the same suit. Bitch. A crazy eights variation by Miles Dansereau.
Game Theory through Examples. Note to the Teacher: This is now a fairly long chapter. Most important are Sections 1 and 2- -- Displaying a sequential game using. Extensive Form and analyzing it using Backwards Induction. The eight topics in. Section 3 are not all important. Most of them do not occur in introductory Game Theory books.
Life can only be understood backwards, but it must be lived forwards". Søren Kierkegaard.
Six stones lie on the desk. Beginning with White, Black and White. Whoever first faces an empty desk when having to move loses. The winner gets $1, the loser loses $1.
What are the best. Student Activity. Try your luck in this applet against a friend.
Start new with 6" button before you start). Or play the game against the computer. Play ten rounds where you start with 7 stones. Then play ten rounds where you start with 9 stones. Then play ten rounds where you start with 8 stones. Discuss your observations. In the chapter we look at another class of rather simple games, namely.
These are games where the players move one after another. Among sequential games we concentrate on.
Randomness will also. We will learn a little terminology. We conclude the chapter by discussing whether this solution found.
We also mention a rather simple approach how one would play if not knowing how to play. A sequential game, is a game where the players move one after another; never are two players supposed.
Remember that a position is usually any situation where. Therefore in a sequential game such a position is linked to just one of the players.
Later, when we allow randomness, positions may also be situations where a random experiment is performed. In addition to these positions belonging.
They are the outcomes, and obviously nobody. But at these end positions, the payoff for each player must be given. Every game starts with one and only one start position. Note that the relevant information known to the player about to move is also part of the position. Usually in a sequential game of perfect information this information is just the. If this differs, we usually also have different positions, except in cases where.
We will explain this more thoroughly below. Game Trees and general Game Digraphs. In this chapter we assume perfect information and don't allow random moves.
Perfect information means in the context of sequential games. The game changes its position by moves of players.
At each non- end position, the player linked to that position. These possible moves are also known to everybody. Each of these possible moves of the player to move. SENATE RACE II: An incumbent senator (from a rightist party) runs against a. They are first choosing a political platform.
If both choose the same platform, the incumbent wins, otherwise the challenger wins. Assume that the value of winning is 1.
There are four outcomes: If both choose "leftist". The challenger doesn't win anything and doesn't lose anything. In the same way, if both choose "rightist". If the senator chooses "leftist" and the challenger "rightist". Finally if the senator chooses "rightist" and the challenger "leftist". In addition to these four end positions, there is also the start position.
One position is where the senator has chosen "rightist", and the other. Sequential games are usually visualized or even described graphically: For. Very often, instead of arrows one.
We usually use lines from left to right. The small circles are usually denoted. These vertices and arcs are usually labeled.
At each non- end vertex, there is a label indicating to whom the vertex belongs. The outgoing arcs of a non- end position correspond to the possible moves the player. They are labeled by the move names. The end positions are those vertices with now outgoing arcs- -- at them. The whole (directed) graph with all labels is called the Game Digraph.
Extensive Form of the sequential game. But note that we need to extend the definition further. In the SENATE RACE II example above, the Extensive Form looks as follows. Let us look at another example. The Extensive Form for the NIM(6) game described above, looks as follows.
If, following chess terminology, the first mover is called "White" and the other one "Black", then. White's positions, moves, and payoffs are colored red, and Black's positions, moves, and payoffs.
Every position has a label indicating how many stones are still on the desk at that position. For instance, "4w" is the position with four stones on the desk and White to move. The Extensive Forms in the previous two examples are so- called Game Trees. Let's avoid the formal definition and just say that a Game Tree looks like a tree. Trees arise if one considers a position to be the whole sequence of previous decisions. But in the previous example, it is also obvious that there is some redundancy. Why do we have two "3w" positions?
Granted, both have a different history, one. Black taking two stones, and the other from. Black taking one stone.
But that is not relevant for the future. Game Tree by the fact that both subtrees hanging at the. So if White decides how to play in these two positions, he or she should come.
If we identify such corresponding positions in the Game Tree of the previous Nim(6) example. Extensive Form: It should have become clear from the previous discussion that games may have. Extensive Forms. We will see more examples later. Note also that in the literature mostly game trees are used. Our approach of game digraphs has the advantage of reducing the number.
Next we will discuss a simple and very powerful method how to analyze sequential games. However, this method works only for so- called "finite games". A sequential game is finite if it has a game tree with finitely many vertices. Having a Game Digraph> with finitely many vertices is not sufficient.
FINGERS. Two players move alternatingly. A player moves by raising one or two fingers.
A player loses when raising the same number of fingers than the other player in the previous move. Then the payoffs are - 1 for the loser and 1 for the winner. How do you play this simple zero- sum game?
Who will win? Obviously nobody will lose, since losing can very easily be avoided. So if nobody loses, nobody wins. The two players will continue playing forever. The Game Tree goes on and on.
Thus the game is not finite. We can also use a Game Digraph.
Then a non- end position is uniquely determined by who is about. White or Black, and how many fingers were last shown. So we have four of these positions, labeled as W1, W2, B1, and B2. Of course there is one more. White to move, where no fingers have been shown yet. White wins and one where Black wins. Why does the previous example have a finite game digraph although the game is not finite?
The reason is that the game digraph is cyclic. That means that it is possible to follow arcs from some vertex x and reach the vertex. W1, B2, W1 in the above example. Games with a. cyclic game digraph have always an infinite game tree, but a sequential game. Why does the previous example have a finite Game Digraph although the game is.
The reason is that the Game Digraph has cycles. It is possible to follow arcs from some vertex x and reach the vertex x again after some time. W1, B2, W1 in the above example. Thus a sequential game is finite if it has some acyclic finite Game Digraph. There are theoretical reasons why we exclude these infinite games.
We need to have a. Note that even chess would not be finite. What players may want from Game Theory is advice how to play.
In a sequential game that means that for every position that is not an end position. Such a list of recommendations for all the player's positions- -- even. In this section we will present a procedure generating pure strategies for all players. Moreover, at each vertex some numbers will be attached by the procedure.
The word "likely" has nothing to do. Its meaning here will be discussed later. Let us explain the method first at another example, this time a non- zero sum game. SEQUENTIAL LEGISLATORS VOTE. Three legislators vote whether they allow themselves a salary rise. Since voters are observing, a legislator would estimate the loss of face by having to vote for a rise. In the sequential variant considered, A has to vote first, then B, then C, and all votes are open.
This is a variant of a game described in [Kaminski].)The Game Tree of this game is shown to the right. The behavior of legislator C is easiest to explain first, since at the time. C has to move, A and B have already moved. So C doesn't need to anticipate their. C may face four different situations, corresponding to the four vertices to. In the first situation, when A and B have already voted for a raise.
C can keep face by voting against the raise but still get the benefit of it. The same is true if A and B both rejected the idea of a raise and it is decided. It is different if one voted for and one against a raise. Then C's vote counts. Since the money is more important than face (for our fictitious legislators only!). C would vote for a raise in that case. Now everybody can do this analysis, therefore if B has to decide, she can anticipate.
C's reactions. If A voted for a raise, B knows that C will vote for a raise if. So why not give C the burden of having to vote for the raise?
Obviously B will vote against a raise in this situation. If on the other hand A voted. B has to vote for a raise to keep things open. Since A knows all this too, A will vote against a raise, B will vote for it.
C will vote for it as well. A has the best role in this game. Going first is sometimes useful, after all!
This method of attaching a recommendation and "likely" payoffs for all players to. Extensive Form, starting at the vertices "late" in the game. We will explain it more formally.
Note that when a player accepts these decision found by backward induction. And why wouldn't they? Well, one reason could be that they are not.
Or a player can analyze the game, but doubts that all others can do so. Procedure for Backward Induction . Your goal is to have likely payoff values for each player assigned at every vertex.