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Hi,
This option 'trap cards' would let you attach some trap cards to cards of the deck which add drawbacks.
You could choose to add between 1 and 20 trap cards to the deck.
The design of it was balanced around 3 to 5 trap card in the whole deck.
The trap card are seen by all the person, except the holder.
After a trap card has been played or discarded, the trap is revealed to owner's player.
By default, the card react to his own color and own number, except if writed differently ( 'only' ).
Note that traps number 5x will make the cluer know he is holding one of those traps on his hand. Which change nothing coding wise.
Here is the list of trap cards I though off:
11) React only to the first color and number clued on that hand (after this card has been drawn)
12) React only to the first clue given to that player (after this card has been drawn)
13) React only to the second clue given to that player (after this card has been drawn)
14) React only by wrong color(s) and wrong number(s)
15) React only by the next color and the next number (per example y2 would react like g3)
16) React only by the previous color and the previous number (per example y2 would react like r1)
21) 1&3&5 clues only touch this card
22) 2&4 clues only touch this card
23) Odds colors only touch this card
24) Evens colors only touch this card
25) Can't clue number on that hand. Clues react like synesthesia on that hand
26) Hand answer to clue depending of the slot: red or 1 clue only slot 1, yellow or 2 clue only slot 2...
27) All cards touched by the clue aren't touched anymore. All cards not touched are touched
28) Hand react to all clues
31) Adjacents cards are touched by his own color and number
32) Adjacents cards react only to all wrong colors
33) When an adjacent card should receive a clue, this card steal it
34) Clues which touch adjacent cards touch this card too.
41) This card (secretely) enter in slot 2 (secretely apply for one specific player)
42) This card (secretely) enter in slot 3
43) This card (secretely) enter in slot 4
51) The clues that player give are duck
52) The slots that player clue are hidden
53) The clues that player give are instead given to the next legal player who can receive the clue (cluer excluded, can come back to the same person)
54) After clueing, there is 50% chance to clue instead the next legal number of color. So if the player clue red on a hand with only red and greens cards, there is 50% chance to clue red, and 50% to clue instead the next color which is yellow, but since yellow is illegal, the color is the second next one so green
61) Played when discarded. Discarded when played
62) After being played or discarded, add two randoms traps card to the deck
63) After being played or discarded, swap randomly two of the others cards
71) Hidden for a random player. Don't react to clues from that player
Which give ~30 differents trap cards.
About empathy: I designed is as if empathy would show how the card would react to clue if there was no trap card on play. So that could put circle or underline some color or number clued, or add a '/' to color and number that card didn't received.
If you are playing with 3 traps cards, those 'circle' and '/' would be right most of the time (even if it would completely break sometimes).
If you are playing with more than 10, maybe just disable it?
The text was updated successfully, but these errors were encountered:
Hi,
This option 'trap cards' would let you attach some trap cards to cards of the deck which add drawbacks.
You could choose to add between 1 and 20 trap cards to the deck.
The design of it was balanced around 3 to 5 trap card in the whole deck.
The trap card are seen by all the person, except the holder.
After a trap card has been played or discarded, the trap is revealed to owner's player.
By default, the card react to his own color and own number, except if writed differently ( 'only' ).
Note that traps number 5x will make the cluer know he is holding one of those traps on his hand. Which change nothing coding wise.
Here is the list of trap cards I though off:
11) React only to the first color and number clued on that hand (after this card has been drawn)
12) React only to the first clue given to that player (after this card has been drawn)
13) React only to the second clue given to that player (after this card has been drawn)
14) React only by wrong color(s) and wrong number(s)
15) React only by the next color and the next number (per example y2 would react like g3)
16) React only by the previous color and the previous number (per example y2 would react like r1)
21) 1&3&5 clues only touch this card
22) 2&4 clues only touch this card
23) Odds colors only touch this card
24) Evens colors only touch this card
25) Can't clue number on that hand. Clues react like synesthesia on that hand
26) Hand answer to clue depending of the slot: red or 1 clue only slot 1, yellow or 2 clue only slot 2...
27) All cards touched by the clue aren't touched anymore. All cards not touched are touched
28) Hand react to all clues
31) Adjacents cards are touched by his own color and number
32) Adjacents cards react only to all wrong colors
33) When an adjacent card should receive a clue, this card steal it
34) Clues which touch adjacent cards touch this card too.
41) This card (secretely) enter in slot 2 (secretely apply for one specific player)
42) This card (secretely) enter in slot 3
43) This card (secretely) enter in slot 4
51) The clues that player give are duck
52) The slots that player clue are hidden
53) The clues that player give are instead given to the next legal player who can receive the clue (cluer excluded, can come back to the same person)
54) After clueing, there is 50% chance to clue instead the next legal number of color. So if the player clue red on a hand with only red and greens cards, there is 50% chance to clue red, and 50% to clue instead the next color which is yellow, but since yellow is illegal, the color is the second next one so green
61) Played when discarded. Discarded when played
62) After being played or discarded, add two randoms traps card to the deck
63) After being played or discarded, swap randomly two of the others cards
71) Hidden for a random player. Don't react to clues from that player
Which give ~30 differents trap cards.
About empathy: I designed is as if empathy would show how the card would react to clue if there was no trap card on play. So that could put circle or underline some color or number clued, or add a '/' to color and number that card didn't received.
If you are playing with 3 traps cards, those 'circle' and '/' would be right most of the time (even if it would completely break sometimes).
If you are playing with more than 10, maybe just disable it?
The text was updated successfully, but these errors were encountered: