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Replacing Jenga in Dread
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<blockquote data-quote="Mishihari Lord" data-source="post: 5659532" data-attributes="member: 128"><p>I like this approach quite a lot, but it's missing one thing from the Jenga approach: player skill. Here's a cards variation that mixes chance with a bit of memorization skill.</p><p></p><p>1. Take a standard 52 card deck, discard the clubs and add a joker.</p><p>2. Shuffle</p><p>3. Before each draw, the drawer makes a guess about the next card, either the suit, "odd", "even", "face" or "joker". (An ace is "odd", not "face")</p><p>4. If the player guesses right he's done.</p><p>5. If the player guesses wrong, he has to keep drawing until he gets a guess right.</p><p>6. If the player draws a joker and didn't call "joker" he loses.</p><p>7. If the player calls "joker" and is right, he doesn't lose, and the deck is reshuffled and restarted.</p><p>8. If the player calls "joker" and is wrong turn over the next four cards. If any of those is the joker he loses. Then the player has to draw again.</p><p></p><p>I chose to use 3 suits so that if you just pick suits without the benefits of memory there's about a 5/9 chance you take two or fewer cards per time drawing. That seems about the right pace to me.</p><p></p><p>This is hopefully complicated enough that it's not trivial to remember the draws and figure the probabilities. If your players are really sharp you can complicate it more.</p><p></p><p>Oh, and no fair writing down the cards drawn. You have to go from memory.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5659532, member: 128"] I like this approach quite a lot, but it's missing one thing from the Jenga approach: player skill. Here's a cards variation that mixes chance with a bit of memorization skill. 1. Take a standard 52 card deck, discard the clubs and add a joker. 2. Shuffle 3. Before each draw, the drawer makes a guess about the next card, either the suit, "odd", "even", "face" or "joker". (An ace is "odd", not "face") 4. If the player guesses right he's done. 5. If the player guesses wrong, he has to keep drawing until he gets a guess right. 6. If the player draws a joker and didn't call "joker" he loses. 7. If the player calls "joker" and is right, he doesn't lose, and the deck is reshuffled and restarted. 8. If the player calls "joker" and is wrong turn over the next four cards. If any of those is the joker he loses. Then the player has to draw again. I chose to use 3 suits so that if you just pick suits without the benefits of memory there's about a 5/9 chance you take two or fewer cards per time drawing. That seems about the right pace to me. This is hopefully complicated enough that it's not trivial to remember the draws and figure the probabilities. If your players are really sharp you can complicate it more. Oh, and no fair writing down the cards drawn. You have to go from memory. [/QUOTE]
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