Drafting Trios

TBD

Designer(s): Ethynol Match Type: DM (for 2 players)
Featured in: Community Hosted Genius Game

DEATH MATCH 8: Drafting Trios

In this game, players will draft cards to aim to form sets of 3 cards in different categories to earn points. Player with the most points wins the deathmatch.


In this game, there are cards of numbers 1-6 of 4 different colours, red, green, blue, yellow. As well as non-coloured zero cards (also known as power cards). (similar to the game Quattro) There are a total of 9 kinds of power cards.


Each player will have a deck of cards, the deck consists of 5 copies of each number-colour cards. And 34 power cards (4 copies of all, except VisibleZero which only has 2 copies). Making a deck of 154 cards.


Every round consists of a Drafting Phase, and a Playing Phase.

For the first round, the following is done during the Drafting Phase instead:


Both players will start by drawing 10 cards from their deck to form 2 piles.

Players then pick one card to add into their hand, and one card to discard.

The cards selected will not be made known to their opponent.

The remaining 2 piles of 8 cards are passed to the other player.

This process repeats until both piles are empty

This leaves players with a 5 card hand for the start of the game.


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Drafting Phase

At the start of every round, both players will start by drawing 6 cards from their deck to form 2 piles.

Players then pick one card to add into their hand, and one card to discard.

The cards selected will not be made known to their opponent.

The remaining 2 piles of 4 cards are then passed to the other player.

This process repeats until both piles are empty.


A total of 3 cards would be drafted every turn, and 3 cards would be played every turn.

This keeps your hand at 5 cards (or 6 if you have the activated effect) for each playing phase.


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Playing Phase

During the turn, players must perform either one of these three actions


  1. Play 3 cards to form a trio for a certain category (and score points)
  2. Play a power card (to gain/use an ability) and 2 other cards to pay for the cost of the power card.
  3. Discard 3 cards from hand for 5 points (if 3 power cards are discarded, you gain 10 points instead)

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Playing a trio in a category:

This is where you can score points. The points you score is based on the condition of the categories and if your cards satisfy the condition. Once you have filled in a category, you cannot score with that category again.


The 11 categories and scoring are as shown:


  1. All Red - 5 points for each red card played and add the value of the highest red card if all 3 cards are red.
  2. All Blue - 5 points for each blue card played and add the value of the highest blue card if all 3 cards are blue
  3. All Green - 5 points for each green card played and add the value of the highest green card if all 3 cards are green.
  4. All Yellow - 5 points for each yellow card played and add the value of the highest yellow card if all 3 cards are yellow. 5. High Cards - Sum of the value of the 3 cards. If all 3 cards are of different colour, you get an additional 3 points
  5. Low Cards - 20 minus the sum of value of the 3 cards. If all 3 cards are of different colour, you get an additional 3 points
  6. DoubleTrouble - 20 points if there are at least 2 cards of the same value, 0 points otherwise. If all 3 cards are of different colour, you get an additional 3 points
  7. TripleThreat - 35 points if all 3 cards have the same value, 0 points otherwise. If all 3 cards are of different colour, you get an additional 3 points. If all 3 cards are of the same colour, you get an additional 7 points.
  8. Low Straight - 25 points if 3 cards are in running numbers with the highest value card being 4 or less, 0 points otherwise. If all 3 cards are of different colour, you get an additional 3 points
  9. High Straight - 25 points if 3 cards in running numbers with the lowest value card being 3 or more, 0 points otherwise. If all 3 cards are of different colour, you get an additional 3 points
  10. Royal Flush - 50 points if 4,5,6 of the same colour is played, 0 points otherwise

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Power Cards

Power cards are cards that have certain abilities when played.

Each power card has a value of 0 and does not have any colour.

Power cards are mixed into the pile and can be drafted into your own hands.

Each power card has a cost range associated with it and this is the ‘cost’ required to play the power card.

To play a power card during your action phase, play the power card and 2 other cards such that the values of the other 2 cards add up to the cost range of the power card.

Note that power cards can be used to play as a cost for another power card, but the ability will not be activated if it is played as a cost.


For instance, if you want to play a Power card with a cost of 6, your play could be {power card, 2 (of any color), 4 (of any color)}


Below are the following power cards and its cost value (in parenthesis):


0. VisibleZero (0) - Gains 30 points

1. Plus One (1) - Draw one card. You can now hold one extra card in your hand. This ability can only be used once for each player.

2. Mulligan (2-4) - Gains an ability to mulligan (twice), before your first draft, you have the ability to discard the piles (for drafting) of both you and your opponent, and both players draw another 6 cards and restart the drafting phase. This ability can only be used once for each player.

3. Heart of the cards (5-6) - For the next two turns, declare a card (number-colour card or power card). That named card will be searched from the top of the deck and is taken out and placed at the top of your deck. If the card you declare is not in your deck, you are notified nothing happens.

4. Conversion (7) - Change one of your unused categories into another category for scoring.This ability can only be used once for each player.

5. Earthquake (7-9) - Destroy one of the categories for both players. This can only be done if the category is unused by both players. If the category chosen is filled by the opponent player in the same turn, the Earthquake user will have to choose another category.

6. Bonus (8-10) - The player can select a category, their points earned for that category will receive a 50% bonus. Multiple bonuses cannot be stacked in the same category.

7. Get Even (2,4,6,8,10,12) - At the end of the game all your unused categories become worth 15 points. This ability can only be used once for each player.

8. Burn (11-12) - The opponent player will have to discard their remaining hand of 2 cards at the end of this turn and the next turn. They will draw 2 cards from their deck after the drafting phase and before the playing phase (draft 3 cards THEN draw 2 cards) (3 cards are drawn if the opponent player have Plus One activated)


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End of game

The game ends when one of the players filled up all 11 spots in their category. Unfilled categories earn 0 points.


The points are counted, and the player with more points will win the Death Match and will move on to the next round.


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Time Controls

Each turn of drafting phase (both picking and discarding) is 60 seconds.

Playing phase is 90 seconds.


Both players have a 5 minutes (300 seconds) time on your reserve. If you run out of reserve time, you lose the Death Match.


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Note that both players are not allowed to bring any pre-prepared notes into the deathmatch. I'll allow pen and blank paper to take notes during the DM (no spreadsheet or code).


Tie Breaker:

In the event that both players have a tie in score. The player with the most number of power cards played will win the Deathmatch. If there's still a tie, the win goes to the DMO.


These are the graphics that might be used on the gameboard + given to players. Cost of powercards will be given beside the card name



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