Pokebacc
Pokebacc is a card game for three to six players played widely in the taverns, inns, casinos, gambling houses, and even royal palaces of Derkomai. It is very popular at all levels of society. There are regional, as well as class, variations of the game. The class variations are "Royal Pokebacc' (also called "Imperial Pokebacc"), played by upper class, nobility, and royalty (and those aspiring to be), "Merchant's Bank," which is usually played by middle-class merchants, shop owners, and other people that are relatively wealthy, but not of the royal classes, and "Farmers and Fishermen," which is a variation played by the lower classes that requires fewer cards.
Execution
Royal Pokebacc
The Royal Pokebacc Deck- A Royal Pokebacc deck has four suits: Air, Water, Fire, and Metal.
- The Suits have "affinity" and "opposition" - Air and Water, Fire and Earth are affined; Air and Earth, Fire and Water are opposed.
- Each suit has ten Number cards, numbered 1-10.
- Each suit also has five Royalty cards: King/Emperor, Queen/Empress, Consort, Prince, and Princess.
- The Royal Pokebacc deck also has four Disaster cards: War, Flood, Famine, and Storm.
- In total, a Royal Pokebacc has 64 cards.
Royal Pokebacc Rules
- Players win by accumulating points.
- The Pokebacc Match is won by winning three Hands.
- The Player with the highest number of points at the end of a Hand wins the Hand.
- Points are won by making Runs, Sets, Families, and Catastrophes.
- A Run is a sequence of three or more Number cards of the same or the affined suit. If all the cards of a Run are of the same suit, the points are tripled.
- A Set is a group of three or four Number cards all with the same value but different suits. For example, a Set of three cards could include the 2 of Air, 2 of Water, and 2 of Fire. A Set of four cards could include the 5 of Air, 5 of Water, 5 of Fire, and 5 of Metal. Sets only may include Number cards. Royalty and Disaster cards may not be part of a Set.
- A Catastrophe is a set of all four of the Disaster cards.
- A Family is a set of all of the Royalty cards of the same or the affined suit: Princess, Prince, Consort, Queen/Empress, and King/Emperor. A Family made up of all of the Royalty cards of the same suit is known as a Royal or Imperial Family.
- One Player is chosen as the dealer by each Player drawing a card from the deck. The Player drawing the highest-valued card from the deck is the dealer. Ties are broken by re-drawing. For purposes of choosing the dealer, each card is valued by the number of symbols (Air, Water, Fire, or Metal) on its face, from one to ten. Disaster cards are worth zero. The Princess is worth 11 points. The Prince is worth 12 points. The Consort is worth 13 points. The Queen/Empress is worth 14 points. The King is worth 15 points.
- The dealer initially deals each player six cards from the deck after shuffling it well. The rest of the cards are put in a stack called the Treasury.
- After dealing the cards, the Dealer makes the first play. Play proceeds to each Player clockwise after that.
- Play
- At the beginning of each turn for a Player, the Player draws two cards from the Treasury.
- During the Player's turn, the Player makes Runs, Sets, Families, or Catastrophes from the cards the Player holds. Runs, Sets, Families, and Catastrophes can be made only from the cards the Player holds. Each Run, Set, Family, or Catastrophe made is laid down in front of the Player, visible to all other Players. Cards cannot be added to Runs, Sets, Families, or Disasters, with one exception described later.
- After the Player lays down the Runs, Sets, Families, and Catastrophes made during the turn, the Player must select one card to discard, This card is known as the Tax. The selected card is added to a stack known as the Reserve. When all cards have been drawn from the Treasury, the Dealer shuffles the cards from the Reserve, they become the Treasury, and a new stack of Reserve cards is started from cards that are subsequently discarded.
- During a turn, if a Player lays down a Family, including a Royal Family, any other Player that is holding a Disaster card may choose to Inflict a Disaster on the Family by adding the Disaster card to the Family that has been laid down. If more than one Player is holding a Disaster card and elects to Inflict a Disaster on the Family, the Player whose next turn is closest to the Player that laid down the Family inflicts the Disaster.
- The Hand is completed when any Player is holding no more cards (has laid down all cards being held) after each Player has taken at least one turn, no Player can create any Run, Set, Family, or Catastrophe after each Player has drawn from the Treasury at least twice, or any Player lays down a Royal Family that is not inflicted by a Disaster.
- When the Hand is completed, the score for each Run, Set, Family, and Catastrophe is tallied for each Player. The Player with the highest score wins the Hand, unless a Player lays down a Royal Family. A Player that lays down a Royal Family wins the Hand, regardless of the scores of the other players. When a Player wins three Hands, that Player wins the PokeBacc Match.
- Scoring
- A Run of three cards is worth 10 points. A Run of four cards is worth 20 points. Each additional card in the Run adds 10 points to the Run, up to 80 points for a Run of 10 cards. As mentioned before, if a Run consists only of cards of the same suit, the score is tripled: 30 points for a Run of three cards of the same suit, 60 points for a Run of four cards of the same suit, up to 240 points for a Run of 10 cards all of the same suit.
- A Set of three cards is worth 30 points. A Set of four cards is worth 50 points.
- A Catastrophe is worth 60 points.
- A Family is worth 75 points. A Family all of the same suit is known as a Royal/Imperial Family. A Royal/Imperial Family automatically wins the Hand, unless it is inflicted by a Disaster. A Family that is inflicted by a Disaster is worth zero points.
Royal Pokebacc Gambling
When Royal Pokebacc is played as a gambling card game, Players typically must buy into the Match. The stakes are negotiated and agreed on before the Match starts. At the end of each Hand, the stakes may be renegotiated and increased, but any Player that retires from the Match loses to the winner of the Match whatever money or other item or service that was used to buy in.
Merchant's Bank
The Merchant's Bank Deck- A Merchant's Bank deck has four suits: Air, Water, Fire, and Metal.
- The Suits have "affinity" and "opposition" - Air and Water, Fire and Earth are affined; Air and Earth, Fire and Water are opposed.
- Each suit has ten Number cards, numbered 1-10.
- Each suit also has four Jewel cards: Triangle, Square, Pentagon, and Hexagon. Each Shape represents a precious gem. The Triangle represents sapphires. The Square represents diamonds. The Pentagon represents emeralds. The Hexagon represents rubies.
- The Merchant's Bank deck also has four Disaster cards: War, Flood, Famine, and Storm.
- In total, a Merchant's Bank Deck has 60 cards.
Merchant's Bank Rules
- Players win Sales by accumulating Sergkin (money).
- The Merchant's Bank Monopoly is formed by Cornering three Markets.
- The Player with the most Sergkin at the end of a Sale (game) Corners the Market.
- Sergkin is earned by making Runs, Sets, Treasures, and Catastrophes.
- A Run is a sequence of three or more Number cards of the same or the affined suit. If all the cards of a Run are of the same suit, the Sergkin is tripled.
- A Set is a group of three or four Number cards all with the same value but different suits. For example, a Set of three cards could include the 2 of Air, 2 of Water, and 2 of Fire. A Set of four cards could include the 5 of Air, 5 of Water, 5 of Fire, and 5 of Metal. Sets only may include Number cards. Jewel and Disaster cards may not be part of a Set.
- A Catastrophe is a set of all four of the Disaster cards.
- There are two types of Treasures. The first type is a set of all of the Jewel cards of the same or the affined suit: Triangle, Square, Pentagon, and Hexagon. If the Treasure is made up only of Jewels of the same suit, it is known as the Crown Jewels. The second type of Treasure is a set of all of the Jewel cards of the same Shape from all four suits; e.g. all four Triangles, all four Squares, all four Pentagons, or all four Hexagons. This type of Treasure is known as a Treasure Trove.
- One Player is chosen as the Executive by each Player drawing a card from the deck. The Player drawing the highest-valued card from the deck is the Executive. Ties are broken by re-drawing. For purposes of choosing the Executive, each card is valued by the number of symbols (Air, Water, Fire, or Metal) on its face, from one to ten. Disaster cards are worth zero. The Triangle is worth 11 points. The Square is worth 12 points. The Pentagon is worth 13 points. The Hexagon is worth 14 points.
- The Executive initially deals each player six cards from the deck after shuffling it well. The rest of the cards are put in a stack called the Bank.
- After dealing the cards, the Executive makes the first play. Play proceeds to each Player clockwise after that. All rules that apply to Players also apply to the Executive.
- Play
- At the beginning of each turn for a Player, the Player draws two cards from the Bank.
- During the Player's turn, the Player makes Runs, Sets, Treasures, or Catastrophes from the cards the Player holds. Runs, Sets, Treasures, and Catastrophes can be made only from the cards the Player holds. Each Run, Set, Treasure, or Catastrophe made is laid down in front of the Player, visible to all other Players. Cards cannot be added to Runs, Sets, Treasures, or Disasters, with one exception described later.
- After the Player lays down the Runs, Sets, Treasures, and Catastrophes made during the turn, the Player must select one card to discard. This card is known as the Reserve. The selected card is added to a stack known as the Vault. When all cards have been drawn from the Bank, the Executive shuffles the cards from the Vault, they become the Bank, and a new stack of Vault cards is started from cards that are subsequently discarded.
- During a turn, if a Player lays down a Treasure, including Crown Jewels or a Treasure Trove, any other Player that is holding a Disaster card may choose to Inflict a Disaster on the Treasure by adding the Disaster card to the Treasure that has been laid down. If more than one Player is holding a Disaster card and elects to Inflict a Disaster on the Treasure, the Player whose next turn is closest to the Player that laid down the Treasure inflicts the Disaster.
- The Sale is over when any Player is holding no more cards (has laid down all cards being held) after each Player has taken at least one turn, or when no Player can create any Run, Set, Treasure, or Catastrophe after each Player has drawn from the Bank at least twice, or when any Player lays down Crown Jewels or a Treasure Trove not inflicted by a Disaster.
- When the Sale is over, the Sergkin for each Run, Set, Treasure, and Catastrophe is tallied for each Player. The Player with the most Sergkin Corners the Market, unless a Player lays down Crown Jewels or a Treasure Trove. A Player that lays down Crown Jewels or a Treasure Trove Corners the Market, regardless of the scores of the other players. When a Player Corners three Markets, that Player Forms a Monopoly.
- Scoring
- A Run of three cards is worth 10 Sergkin . A Run of four cards is worth 20 Sergkin . Each additional card in the Run adds 10 Sergkin to the Run, up to 80 points for a Run of 10 cards. As mentioned before, if a Run consists only of cards of the same suit, the score is tripled: 30 Sergkin for a Run of three cards of the same suit, 60 Sergkin for a Run of four cards of the same suit, up to 240 Sergkin for a Run of 10 cards all of the same suit.
- A Set of three cards is worth 30 Sergkin. A Set of four cards is worth 50 Sergkin.
- A Catastrophe is worth 60 Sergkin.
- A Treasure is worth 75 Sergkin. A Treasure all of the same suit is known as the Crown Jewels. The Crown Jewels automatically Corner the Market, unless inflicted by a Disaster. Crown Jewels inflicted by a Disaster are worth zero points. A Treasure consisting of all four Jewel cards with the same Shape is known as a Treasure Trove. A Treasure Trove automatically wins the Game, unless it is inflicted by a Disaster. A Treasure Trove inflicted by a Disaster is worth zero points.
Merchant's Bank Gambling
When Merchant's Bank is played as a gambling card game, Players typically must buy into the Market. The initial buy-in fee is negotiated and agree on, then is collected from each Player and added into the Escrow Fund. At each Player's turn, the Player may choose to Invite Competition by putting a sum of money into the Escrow Fund. The other Players may choose to put the same amount of money into the Escrow Fund or withdraw from the Market. If no Player is willing to put money into the Escrow Fund, the Player that Invited Competition Corners the Market. At the end of the Merchant's Bank Sale, the Player that Cornered the Market collects all of the money held in the Escrow Fund.
Farmers and Fishermen
The Farmers and Fishermen's Deck- A Farmers and Fishermen's deck has four suits: Air, Water, Fire, and Metal.
- The Suits have "affinity" and "opposition" - Air and Water, Fire and Earth are affined; Air and Earth, Fire and Water are opposed.
- Each suit has eight Number cards, numbered 1-8.
- Each suit also has four Royalty cards: King/Emperor, Queen/Empress, Prince, and Princess.
- The Merchant's Bank deck also has four Disaster cards: War, Flood, Famine, and Storm.
- In total, a Farmers and Fishermen's Deck has 52 cards.
Farmers and Fishermen Rules
- Players win by accumulating points.
- The Farmers and Fishermen War is won by winning Battles to conquer three Cities (winning three games or hands).
- The Player with the highest number of points at the end of a Battle conquers (wins) the City.
- Points are won by making Runs, Sets, Families, and Catastrophes.
- A Run is a sequence of three or more Number cards of the same or the affined suit. If all the cards of a Run are of the same suit, the points are tripled.
- A Set is a group of three or four Number cards all with the same value but different suits. For example, a Set of three cards could include the 2 of Air, 2 of Water, and 2 of Fire. A Set of four cards could include the 5 of Air, 5 of Water, 5 of Fire, and 5 of Metal. Sets only may include Number cards. Jewel and Disaster cards may not be part of a Set.
- A Catastrophe is a set of all four of the Disaster cards.
- A Family is a set of all four of the Royalty cards of the same or the affined suit: Princess, Prince, Queen/Empress, and King/Emperor. A Family made up of all of the Royalty cards of the same suit is known as a Royal or Imperial Family.
- One Player is chosen as the dealer by each Player drawing a card from the deck. The Player drawing the highest-valued card from the deck is the dealer. Ties are broken by re-drawing. For purposes of choosing the dealer, each card is valued by the number of symbols (Air, Water, Fire, or Metal) on its face, from one to eight. Disaster cards are worth zero. The Princess is worth 11 points. The Prince is worth 12 points. The Queen/Empress is worth 13 points. The King is worth 14 points.
- After dealing the cards, the Dealer makes the first play. Play proceeds to each Player clockwise after that.
- The dealer initially deals each player six cards from the deck after shuffling it well. The rest of the cards are put in a stack called the Market.
- Play
- At the beginning of each turn for a Player, the Player draws two cards from the Market.
- During the Player's turn, the Player makes Runs, Sets, Families, or Catastrophes from the cards the Player holds. Runs, Sets, Families, and Catastrophes can be made only from the cards the Player holds. Each Run, Set, Family, or Catastrophe made is laid down in front of the Player, visible to all other Players. Cards cannot be added to Runs, Sets, Families, or Disasters, with one exception described later.
- After the Player lays down the Runs, Sets, Families, and Catastrophes made during the turn, the Player must select one card to discard. This card is known as the Reserve. The selected card is added to a stack known as the Warehouse. When all cards have been drawn from the Market, the Dealer shuffles the cards from the Warehouse, they become the Market, and a new stack of Warehouse cards is started from cards that are subsequently discarded.
- During a turn, if a Player lays down a Family, including a Royal Family, any other Player that is holding a Disaster card may choose to Inflict a Disaster on the Family by adding the Disaster card to the Family that has been laid down. If more than one Player is holding a Disaster card and elects to Inflict a Disaster on the Family, the Player whose next turn is closest to the Player that laid down the Family inflicts the Disaster.
- The Battle is over and the City is conquered when any Player is holding no more cards (has laid down all cards being held) after each Player has taken at least one turn, no Player can create any Run, Set, Family, or Catastrophe after each Player has drawn from the Market at least twice, or any Player lays down a Royal Family not inflicted by a Disaster.
- When the City is conquered, the score for each Run, Set, Family, and Catastrophe is tallied for each Player. The Player with the highest score has conquered (won) the City, unless a Player lays down a Royal Family. A Player that lays down a Royal Family conquers the City, regardless of the scores of the other players. When a Player conquers three Cities, that Player conquers (wins) the Country.
- Scoring
- A Run of three cards is worth 10 points. A Run of four cards is worth 20 points. Each additional card in the Run adds 10 points to the Run, up to 60 points for a Run of 8 cards. As mentioned before, if a Run consists only of cards of the same suit, the score is tripled: 30 points for a Run of three cards of the same suit, 60 points for a Run of four cards of the same suit, up to 180 points for a Run of 8 cards all of the same suit.
- A Set of three cards is worth 30 points. A Set of four cards is worth 50 points.
- A Catastrophe is worth 60 points.
- A Family is worth 60 points. A Family all of the same suit is known as a Royal Family. A Royal Family automatically conquers the City, unless it is inflicted by a Disaster. A Family, including a Royal Family, inflicted by a Disaster is worth zero points.
Farmers and Fishermen Gambling
When Farmers and Fishermen is played as a gambling card game, Players typically must first become Citizens of the Country (that is, buy into the game). The initial Citizenship Fee is negotiated and agree on, then is collected from each Player and added into the Treasury. At each Player's turn, the Player may choose to Invite Competition by putting a sum of money into the Treasury. The other Players may choose to put the same amount of money into the Treasury or flee from the Battle. If no Player is willing to put money into the Treasury, the Player that Invited Competition conquers the City. At the end of the War, the Player that won the War collects all of the money held in the Treasury.
Participants
Pokebacc of all types only has two roles: the Dealer, chosen by drawing a random card from the pokebacc deck, and the other players.
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