Difference between revisions of "1000 Blank White Cards"
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Play consists of three stages: the Prologue, the Game, and the Epilogue. | Play consists of three stages: the Prologue, the Game, and the Epilogue. | ||
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=The Game= | =The Game= |
Revision as of 11:34, 4 February 2010
The game of 1000 blank white cards is the improvisational spirit of Calvinball applied to the play style of a collector card game. Think Magic the Gathering or Munchkin, but you get to make it up as you go. The goal of the game is not so much to win the game, as it is to metagame well. It is more challenging (and more impressive) to lose well than it is to win poorly. The point of the game is creativity, cleverness, and gamesmanship. Since a majority of geohashers are creative, clever, and/or gamers, this game is an ideal meetup activity.
Play consists of three stages: the Prologue, the Game, and the Epilogue.
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Contents
The Game
Starting the Game
The dealer distributes a hand of 5 cards to each player from the game deck made in the Prologue. The rest of the deck is placed face down to make the draw pile. The player to the dealer's right(or left it doesn't really matter) goes first.
Turns
Each player, on his turn draws a card, and plays a card. If he has drawn a blank, he may fill it out, but he cannot hold up the game to do so, unless he has no cards to play when it is his turn. Play then proceeds to the next player in rotation.
Points
Cards may, among other things, award points. These can be just ordinary points, or they can have a type attached, such as 'Spartan points' or 'potato points.' If something affects points, it does not necessarily affect points of any other type. One of the players should be a scorekeeper and track the points gained and lost by all of the players.
Game ending
The game ends at the end of the turn on which the draw pile becomes empty.
Winning
The person with the highest point total (including all types of points) when the game has ended is the winner. There are, of course, other ways to win, since the cards can change the rules.
Golden Rule 1
The rules and instructions on the cards always override the rules and instructions here. This is how most CCGs work. Rule changes can be effects of cards, and when the card is no longer in effect neither is the rule change. Regardless, rule changes are undone after the game ends, and each game starts on a clean slate.
Golden Rule 2
Any dispute on the rules is resolved by consensus. When voting on an interpretation, players should weigh the intent of the rule's creator, the literal interpretation of the rule, and above all, which of these would be more amusing for everyone.
Epilogue
In this portion of the game, players vote on which cards to keep for future games. This decision is usually based on a cards entertainment and game play value. When all the cards have been voted on, the Epilogue is over.