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Game of Prophecy v1.1
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evenuscinatus  
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 More options Jun 29 2009, 3:12 pm
Newsgroups: rec.games.playing-cards
From: evenuscinatus <evenuscina...@yahoo.com>
Date: Mon, 29 Jun 2009 12:12:17 -0700 (PDT)
Local: Mon, Jun 29 2009 3:12 pm
Subject: Game of Prophecy v1.1
The Card Playing Game Known as "Prophecy"
6/29/2009 Version 1.1
by Erik Evenson <erik_evenson_2...@yahoo.com>

-Five players are required.  Four game players and one Prophet.
 It's preferable to play on a round table.

-Five games are played in a set so that everyone has a chance to
 play the prophet.  All players excluding the prophet has 54
 points at the beginning of each round.  If playing for money 54
 units are deposited in the pot at the beginning of each round.
 At the end of the game each player takes his end game card count
 and multiplies the value by 4.  This amount is his winnings and is
 taken from the pot.

-Two full decks of cards are required.  There is one pack backed
 in blue and one pack backed in red.

-The Blue deck in the playing deck and includes two jokers.
 The Red deck is the Prophecy deck in excludes the jokers.

-The prophecy is prepared by shuffling the red deck and the whole
 deck is placed before the prophet face down.  If security of the
 prophecy sequence is wanted a slanted straight pencil line is
 drawn on the side of the deck to prove an untampered deck.

-The prophet shuffles the Blue deck and deals out 13 cards to
 each of the four players starting on his left.  He then places
 the two remaining cards in the middle of the table face-up
 with one card below the other.  These two card are seeds to
 a sequence stream.  There are two types of streams, a prophecy
 stream and a pattern stream.

-The prophet starts play by revealing the top card from the red
 prophecy deck and places it to his far left.  This card is the
 beginning of the revealed prophecy.

-Starting with the player on the right each player plays one card
 either buiding on the two seeds in the middle of the playing
 field or by starting a new seed.  There is a maximum of four
 streams in play at one time.  The end-cards of any of the various
 streams can be used to to continue an existing stream in play.

-The goal of each player is to obtain as many cards as possible
 and if possible complete a "prophecy stream"  containing any
 section of 14 cards reveled in the prophecy.  These cards are
 arranged throughout play in a box formation 5 cards by 4 cards.

-If a player succesfully completes a "prophecy stream" the game is
 over and he wins all 54 cards.  There are other streams besides
 the prophecy stream.  "Pattern streams" uses logic to determine
 the next card in the sequence, i.e., suits, low cards, high cards,
 increasing numbers, etc.  These patterns are set after the fourth
 card is placed in a stream requiring each additional card to
 conform to the pattern.

-A card can be placed at the beginning or end of a stream.
 A "pattern stream" does not have to conform to the 4 x 5 box
 formation and can be used capture other streams or block
 other streams from progressing at one end.  If both ends are
 blocked the player captures all the cards in the stream.

-A blocked stream can only continue to grow by removing the
 blocking stream by ending the blocking stream.  All streams can
 be  completed by matching the end card of a stream with a card
 with the same value with the other suit of the same color.
 These streams are won by player that ends the stream and
 captures all the cards in the stream.  An end-card can be
 played that was taken from the player's hidden hand, purchased
 from another player when trading 2 cards for the card on the
 selling block, or can be scavenged from the any of the end-cards
 from any stream in play including a card from the other end of the
 stream that is being ended.

-A "pattern stream" can also be ended by placing a joker placed
 at both ends.  If there is only one joker blocking one end of
 a stream the stream is won by matching the other end card with
 a card of the same value with same color suit.

-Jokers cannot be used on the "prophecy stream."  A "prophecy
 stream" can only be ended by matching either end card with a
 card of the same value and suit of same color.

-When a "prophecy stream" is completed with 14 cards in a 5x4 box
 configuration the game ends and the player wins all 54 cards in
 the game.

-A "pattern challenge" can be called on the last card played
 by any other player before the next card is played.  If more
 then one player calls the challenge at once the claim goes to
 the player closest in sequence of playing the next cards.  There
 is no error if there is another possible sequence using the
 same cards.  Everyone votes including the Prophet if no decision
 can be reached.  If the card is in error the challenger receives
 the card and the player who played it must turn over one of
 his hidden cards and place it before him face-up.  This card
 is on the selling block.  He still owns the cards for points
 but cannot use them during play.  All cards face-up before a
 player is for sale (different rules exist for doomsday 7's) and
 can be bought by any other player to continue a stream in play
 during his turn at play.  The buyer must trade any two cards of
 his own in exchange.  The two cards traded becomes part of
 the seller's hidden hand cards and becomes playable to the seller.
 If the challenger is proven false he must place two cards on the
 selling block.

-A "Box Challenge" can be called on the last card played in
 a "prophecy stream" by any other player.  A straight line of
 at least four cards in a "prophecy stream" must be played before
 a box is formed.  A "prophecy box" must be 4x5 or 5x4.  A "prophecy
 stream" must conform to the box pattern.  All other "pattern
streams"
 can twist and turn without restrictions.  A "Seed Challenge" is
 when a new stream seed in placed in error.  A new seed cannot be
 placed in the way of another existing stream.  However if the
 stream is a "prophecy stream" a new seed can be placed next to
 an end card if it doen't block the continuation of the box formation.
 An "End-Card Challenge" is used when an end-card is in error.
 Such as when a joker is used on a "prophecy stream" or when the
 end-card played is wrong.
 The penalty for the offender is to place one of his cards on the
 selling block.  The challenger receives the offending card if
 he is proven right.  If proven false the challenger must place
 two of his cards on the selling block.

-When a player cannot continue any streams that are in play he
 must turn over one of his cards and place it on the selling
 block.  He can choose to pass his chance to continue a stream
 on the board by placing any card of his choosing on the
 selling block.  If a player has no more hidden cards but has
 cards on the selling block he passes his turn to the player
 to his left.  Overlooking a possible play using stream end-cards
 does not count against him.

-A player loses when he has no cards left including those cards
 on his selling block and he can not continue any of the streams
 in play by transfering an end-card from any of the existing streams.
 He declares that he is "Out" of the game.

-Doomsday Sevens:
 A forced end of the game happens when any one player up-turns
 four seven cards.  When a player puts a 7 card face-up before
 him it goes on his far right.  A seven card is for sale to any
 other player also showing a 7 card for sale.  The exchange price
 to obtain a second 7 card is four cards from the buyers hidden
 hand cards.  A face-up 7 card cannot be bought by any player
 without showing a face-up 7 card, although that player may
 have a hidden seven cards in his handheld cards.  If a buyer
 already has two 7 cards face-up and wishes to buy another
 7 for sale on another player's selling block he must exchange
 8 cards of his choosing to obtain his 3rd 7 card.  If the
 buyer has three 7 cards and wishes to buy the fourth 7 card to
 forcibly end the game he must exchange 16 cards of his choosing.
 A player cannot refuse a sale if the buyer has the required cards
 to complete the trade.  A player can have three 7 cards revealed
 and have the last 7 in his hidden hand.  This player can end the
 game by declaring "doomsday" and completing the group of sevens
 before him.  The player who declares "Doomsday" is awarded all
 the cards from all streams in play at the time.

-After each player plays a card in a round the Prophet takes the
 top card off the red prophecy deck and places it next to the
 last prophecy card revealed.  Play continues as before.

-A player can start a new seed if there are less than four streams
 in play.  A new seed cannot be placed near the end of another
 stream thereby blocking any direction for continuing play in
 that stream.

-After 52 rounds all the red deck prophecy cards are revealed.
 Each round afterwards the prophet randomly chooses one of the
 prophecy cards that are face-up before him and turns it over
 concealing part of the prophecy.  During play during this
 second phase of the game anyone can challenge the last card
 placed in a "phophecy stream" but they must forfeit the same
 number of his own cards as are in the prophecy stream if they are
 proven wrong.  The prophet returns that card face-up in the revealed
 prophecy sequence.  If the challenger is proven right the offending
 card and the card next to it are removed and given to the player
 making the challenge.  The offender must place one of his hidden
 cards for sale by placing the card face-up before him.

-Disagreements and Problems during gameplay are settled by voting
 by all players including the Prophet.

-Scoring:
-When the game is over all players count their cards.
 Points are rewarded to each player by multiplying
 there end-game card count and multiplying by 4.

-At player at most can lose 54 points when he has no cards these
points
 are distubuted among the other players.

-A player who wins the games by completing a "propehcy box pattern"
is
 awarded 54 points from each of the other players, all the other
players
 have zero cards and the winner has 54 cards.

Comments are welcome to refine the rules of the game.


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