Acronymic - A Nomic Card Game

 

General Rules:

Definitions:

Permanent- Card Type that remains in play after being played.

Effect- Card Type that has an immediate (stated) effect and is then discarded.

Draw Pile - Pile of face up cards from which players draw cards.

Discard Pile - Pile of face up cards to which players discard cards.

Play:

Initial Rules:

1: Each turn a particular player is the Primary player.  The position of the Primary player rotates one place clockwise each turn.

2: Turn Order and Play:
2.1. Play is simulataneous, issues of timing and precedence are determined clockwise from the primary player.
2.2. Turn Sequence is as follows.
2.2.1.  Process proposals - add accepted cards to the bottom of the draw pile. Add setup cards to the draw pile if needed.
2.2.2.  Pick Cards from Draw Pile and Renaming
2.2.3.  Play Cards
2.2.3.1  Process effects in order
2.2.3.2  Process effects from permanents in order

3: Each Turn, players must:

3.1.  Pick a Card - each player picks a card from the draw pile.
3.2.  Play a Card - Each player, if able, must play one card.

3.3. Make one proposal of the following types:
3.3.1.  Ammend card - Add or edit one sentence of an existing card that is on the table, in the discard pile or in the player's own hand. Thus cards that are currently in the draw pile may not be changed.
3.3.2. Ammend setup - Add or edit a winning or elimination condition.
3.3.3. Propose Type - Add a new type of card or variable to the ruleset
3.3.4. Ammend Type -  Change the definition of a type
3.3.5. Propose Card - Propose a card defining its:   Name/Type/Valid Target/Effect.
3.3.5.1 Valid targets - Any player, Card, Game Environment (ie All players)
3.3.6.  Copy a Card - Propose to Create a copy of an existing card in the game under his/her control.


3.3.  Vote on the proposals for the previous round. If a proposal receives half or more than half positive votes, it comes into play at the start of the proposing player's turn.  If it is a new card proposal then the card is added to the bottom of the draw pile.


3.4. Discard Card If a player has more than 5 cards at the end of the round the player must discard a card.

3.5. A player may change the name of any card currently under his/her control.

4. When the draw pile is finished, the discard pile is shuffled and becomes the draw pile.  If there are no cards in the discard pile then 1 set of game setup cards are added to the draw pile, which is then shuffled.

Each player starts the game with five predetermined cards listed in the game setup. Players must change thenames of these cards before thier first turns.

The draw pile starts with 2 copies of each of the cards and is shuffled before the game starts.

Game End:

Game ends when Winning Conditions are met, the Elimination Conditions are met by all but one player or when

60 new cards have been accepted and half or more than half of the players wish to end the game - if this is the case, the player closest to the victory condition(s) is the winner.

 

Setup - Egypt:

Winning - First player to have an eight level pyramid at the end of his/her turn.

Elimination - If a player has no slaves he/she is eliminated

Variables:  Pyramid - starting value 0

                    Slaves - starting value 200

Each player starts with:

Card 1 - Permanent- Pyramid Level - While this is in play your pyramid cannot be less than one.

Card 2 - Permanent- While this card is in play under your control, your pyramid cannot lose more than 1 level in a turn.

Card 3 - Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.

Card 4 - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid

Card 5 - Effect- You may play this card on any player - Target player must discard a card.

Link to Turn 0 Report

Link to Game One (started 21 Feb 2006)

 

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Sample Turn Report (Egypt)

Turn 3:

Winning - First player to have an eight level pyramid at the end of a turn.

               - OR First player to have 10000 gold at the end of a turn ( added Turn 2)

Elimination - If a player has no slaves he/she is eliminated

Variables:  Pyramid - starting value 0

                    Slaves - starting value 200

                    Gold - starting value 100 ( added Turn 1)

5.1.  If a player's foundation level is removed from play, then the players pyramid variable is reduced to 0 (added turn 1)


Primary Player for Turn 3 - Dark Eyes 


Igthorn
----------

Pyramid - 1 level
Slaves - 200
Gold - 100

Cards in Hand:
--------------------
Earthquake - Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.
Slave Labour - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid
The Gods Have Spoken - Effect- You may play this card on any player - Target player must discard a card.
Slave Labour - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid
Abu the Architect - Permanent- While this card is in play under your control, your pyramid is immune to flood

Cards in Play
------------------
Foundation Level - Permanent- First Level -
Abu the Architect - Permanent- While this card is in play under your control, your pyramid is immune to flood
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TheDarkOne
------------------

Pyramid - 1 level
Slaves - 200
Gold - 0

Cards in Hand:
--------------------
Engineer - Permanent- While this card is in play under your control, your pyramid is immune to flood
Just one more Level - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid
The Gods Have Spoken
- Effect- You may play this card on any player - Target player must discard a card.
Divine Edict- Effect- You may play this card on any player - Target player must discard a card.
The Waters Have Risen- Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.

Cards in Play
------------------
Bottom Level - Permanent- First Level -

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MagicEyes
---------------

Pyramid - 2 levels
Slaves - 200
Gold - 100

Cards in Hand:
--------------------
Dam Walls - Permanent- While this card is in play under your control, your pyramid is immune to flood
Small Miracles - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid

Cards in Play:
------------------
A Sturdy Foundation - Permanent- First Level -

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Tarantula
-------------

Pyramid - 0 levels
Slaves - 200
Gold - 100

Cards in Hand:
--------------------
Waterloo - Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.
Crack the Whip - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid
Ouch!- Effect- You may play this card on any player - Target player must discard a card.
Disease - Effect - You may play this on any opponent.  Target player loses 50 slaves.

Cards in Play
------------------

First Floor - Permanent- First Level -
Flood Control - Permanent- While this card is in play under your control, your pyramid is immune to flood

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Discard Pile:
-----------------
The Waters Have Risen- Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.
Crack the Whip - Effect- You may play this on any player  - If target player has more than 100 slaves he/she may add a level to his/her pyramid
Phantomiser - Effect- You may play this card on any player - Target player must discard a card.
Flood - Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.
You Have Displeased the Gods- Effect- You may play this on an opponent's pyramid. Target pyramid loses one level.
Foundation Level - Permanent- First Level -
Fire and Brimstone - Effect- You may play this card on any player - Target player must discard a card.

Draw Pile and Draw for This Turn:
----------------------------------------------
Flood - Effect- You may play this on an opponent's pyramid. Target pyramid loses one level. (To Magic Eyes)
Foundation Level - Permanent- First Level - (To Tarantula)
Protection of Isis - Permanent - This may be played on any player.  Target player ignores the text of the first effect card that is played against that player. If this happens then Protection of Isis must be discarded. (Turn 2) (To Igthorn)
Conquering Armies - Effect - This may be played on any player.  Target player recieves 100 more slaves. (Turn 2) (To The Dark One)
Slave Shipment - Effect - A player may play this card and spend 100 gold to add 100 slaves to his/her stores. (Turn 2)

Summary for Turn Two:

Igthorn:
Picked Abu the Architect
Played Abu the Architect
Proposed
Protection of Isis - Permanent - This may be played on any player.  Target player ignores the text of the first effect card that is played against that player. (Accepted 3-1)

The Dark One:
Picked The Waters Have Risen
Renamed 1 copy of The Gods Have Spoken to Divine Edict
Played Flood on Tarantula
Proposed: Additional Winning Condition
                   OR First player to have 10000 gold at the end of a turn (Accepted 4-0)

<snip>

Interested? Please contact me at claude@pixie.co.za to join a pbem version of the game.

 

Very much inspired by Dvorak - do yourself a favour and check it out.

Modified 25 February 2006

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