# Ned help with a problem

4 replies [Last post]
hulken
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Joined: 04/18/2009

I am creating a smal cardgame, and I have fount that I have come across a smal problem.

In my game a player draws two card on a turn and is forced to play one of them. The card played have difrent effects on them:

The next player skipps his turn. (the most powerful effect, very fue cards have this)
Draw one card.
Draw two cards.
Trash a card.
Force the next player to throw a card.
Change direction of play (clockwise counter-clockwise).

The last option have created a bit of a problem for me, in a two player game the cards with thees effects basicly have no meaning. Seing it is the other player going both ways. So my question is should I alter the effect for a 2 player game or what should I do?

InvisibleJon
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Joined: 07/27/2008
I recommend changing the effect.

I recommend changing the effect. You have lots of options, of course. Consider: "Take the effect of the top card of the discard pile." (Of course, if that card is a Reverse, you'll have to explain things some more.)

stubert
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Joined: 01/26/2009
Take an additional turn

You could make it so that either:

a) when you reverse the direction, the new direction starts with you

or

b) the reverse direction card has 2 effects,

allowing you to either:

1) take an additional turn,

or

2) play 1 additional card

This would work in a 2-player game, to offset the "discard" function of playing a card whose effect is essentially meaningless (changing direction so that either way, the 2nd player goes next) by adding a minimal benefit which could change the strategy mechanics of a 2-player game in a large way depending on the timing of when the card(s) were played (as in Uno when there are only 2-players, playing a Skip, Draw 2 or Draw 4 Wild essentially has this effect - reverting priority back to the current player so that multiple cards may be played on a single turn, while playing a Reverse has the effect you have described, where the turn order remains unchanged and the other player plays next).

It would also allow for a slight variation in the strategy mechanics for multiplayer play, without altering the game itself too much and without having to either having two sets of rules or a contingency rule for a specific scenario.

Whether you chose "play an additional card" or "take an additional turn" would depend on whether you would want to offset the benefit of additional action with the player having to draw an additional 2 cards.

I also don't know if you are penalized for having cards left in your hand when an opponent goes out, but you could offset the benefit by penalizing players more heavily (as, again, with Uno - having a 9 in your hand penalizes you 9 pts, but having a Wild penalizes you 50 pts) for the Reverse cards if they have an additional effect.

rcjames14
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Joined: 09/17/2010
What Is The Mechanic?

Without knowing what you do with the cards and what are the victory conditions, it's hard to know?
Uno uses reverses just like any other card (and the point is to get rid of cards).
Straw uses reverses as a weight of 0 (and the point is not to go over 50).
Fluxx uses reverse order to change the rules (and there may or may not be a use to it)

SethDawnstrider
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Joined: 09/18/2010
I suggest what stubert did,

I suggest what stubert did, the change in direction starting with the person who implies this effect.

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