Which shed?
Apr. 21st, 2009 10:40 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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It looks rather like this, but less Windowsy |
What's most interesting about the game is its heavily memetic nature - when I went to university the next year, it seemed that everybody I met knew the game (though never under the same name), but despite always sticking to that set of core rules, every single school group had its own unique idea of just how many powercards there were, the values to which they were assigned and the effect of each one. To be able to play it with any new group of people, we had to first agree on a cobbled-together combination of the rules that we'd brought from our own respective territories, which we would then bring back and introduce when we went back to visit home again, thus spreading individual rules gradually throughout the world. I'm trying to dance around the uncanny similarity of this to how Triple Triad worked, but that had exactly the same idea.
The Wikipedia article on it lists a variety of weird and wonderful effects and conditions, some of which I'm familiar with through picking them up from other students from across the country. But my "home" Inverurie Academy powercards were as follows:
2 - The value of the pile returns to 2
7 - Transparent card, takes the value of the first non-7 card below it
10 - Burn the shed! The cards in the pile are taken out of the game
Ace - Nominate the next player to put down a card, and play continues from them
I'm interested to know just how many variants are represented by my Friends list. What were your rules?
no subject
Date: 2009-04-21 03:09 pm (UTC)2 - next player misses a turn
3 - transparent card
7 - next card has to be equal-or-lower, rather than the usual equal-or-higher (reverts back to normal play after someone puts down a lower card)
10 - burn card
Ace - highest card, but also the reset
There was another card that could be used to make someone else pick up all the previously played cards, and although I think it was the Jack, I wouldn't put money on it.
Speaking of gambling, were you allowed to have cards at school? They're supposed to be banned in all Aberdeenshire schools because they "encourage gambling", and the official rule at Alford was that teachers should confiscate them on sight put the owner/players on detention, but it wasn't always enforced because not many teachers want to spend their lunch break supervising detentions for pupils caught engaging in a quiet and harmless activity.
no subject
Date: 2009-04-21 03:18 pm (UTC)And - what?! That's shocking. We had no rules against cards, because I like to think that I was a member of the very last part of the generation before the world turned flaming mental. However, poker was also a common room activity, first with a heap of assorted Kinder Egg prizes that had been collecting on the windowsill, and then we graduated to going down to the bank and getting £1 bags of copper coins to use those as our chips. Ingeniously the players always made sure to have the charity box on the table, so if an emergency arose and the teacher wandered in unexpectedly they could hide the cards and pretend they were just counting out its contents.
no subject
Date: 2009-04-21 03:41 pm (UTC)There was also the rule that if all four cards of a certain value were played on top of each other, they (and maybe everything below) was burnt. Also, you could play multiple cards of the same value.
2 - Reset to 2
3 - Most powerful card. Is instantly burned after that round of play ends - you can never pick up the three. The only way one could avoid picking up the stack after a three aws played was by playing another 3, an 8, or a 10.
8 - invisible card.
9 - next card has to be equal-or-lower, rather than the usual equal-or-higher (reverts back to normal play after someone puts down a lower card) [I'm pretty sure you couldnt play this on a 3, but otherwise at any time.]
10 - burn card
I've played a couple of variants, including with "change direction of play" and "miss a turn", and I'm sure I've missed at least one from these rules, and this may be an amalgam...
We actually stopped playing this, and moved onto Egyptian Monkeyspank" (http://en.wikipedia.org/wiki/Egyptian_Ratscrew), which roughly resembled a violent combination of snap and beggar-my-neighbour, with some more insane rules. The fact that a pair with another card between was treated the same as a pair made for a lot of fun.
no subject
Date: 2009-04-21 03:52 pm (UTC)10 seems so far to be consistently the burn card, and I can't remember any version that didn't have it. I see you also had the "reset to 2" rule for 2, but I think you're the first variant I've heard of to have nothing on the 7 (moving the rule that I was familiar with to the 8 and the one that I later picked up to the 9). I think that I'd seen the "change direction" rule on the 7 as well.
Slightly worryingly, remembering about this game and hearing about other people's rules is making me think that studying a memetic card game with rules originating and spreading throughout different regions would have been a great senior honours project as well...
no subject
Date: 2009-04-21 11:03 pm (UTC)no subject
Date: 2009-04-21 04:39 pm (UTC)2s reset
7s are transparent by one card (2 7s would be a 7)
10s burn (as do 4 of a kind on top of each other)
As high
Also stuff like when you're playing your table cards at the end, you're only allowed to play one of any type (say you had two kings on the table, you're only allowed to play one at once), but if you can't play a card, you are allowed to "play" the card you have and pick it up with the rest of the pack.
no subject
Date: 2009-04-21 05:41 pm (UTC)Now that you mention it, I'm not sure about the rule that I said above of the 7's transparency going down to the last card that wasn't a 7... it's entirely possible that it was just the previous card. Although I have a vague memory that the only time you would be laying on a 7 would be when the pile was burned because of four sevens, and the next player would have to lay on a non-existent 7 or pick up nothing.
I'm struggling to recall our rules for the table cards, too... I think we allowed matching cards to be played at once, and I think we allowed the play/pick up to hand rule on only the blind cards.
no subject
Date: 2009-04-21 07:16 pm (UTC)no subject
Date: 2009-04-21 07:22 pm (UTC)And that sounds exactly like our common room - card games and the continuing stereo war of metal versus pop. I was never much good at Spit, people could usually deal themselves to completion by the time I'd picked up my first card.
no subject
Date: 2009-04-21 07:37 pm (UTC)no subject
Date: 2009-04-21 11:04 pm (UTC)no subject
Date: 2009-04-21 11:25 pm (UTC)no subject
Date: 2009-04-21 05:33 pm (UTC)no subject
Date: 2009-04-21 09:13 pm (UTC)no subject
Date: 2009-04-21 09:29 pm (UTC)Ten to burn seems to be pretty consistent - though yours is the first that I've heard of to place any restriction on when it can be used. And I'd never heard of determining the player to start, either - I think for us it was always the left of the dealer.
no subject
Date: 2009-04-22 07:36 am (UTC)I also was excellent at cheat as I never bluffed but actually cheated. Once there is a pile, you put 10 cards down with say 3 queens on top, then just say 3 queens. If you are called on it, most people just turn over the top 3 cards. It was never about winning though for me, it was about seeing how much you could get away with before you were caught.
no subject
Date: 2009-04-24 06:54 pm (UTC)Aces may not be used to nominate yourself.
To everyone else, I assure you, the tactic made perfect sense at the time.
no subject
Date: 2009-04-25 02:23 am (UTC)I take it that you had the same rules in your own year? As the rules seem to be definitely tied to one region or school, rather than individual people, for some reason.
From Clare
Date: 2009-05-05 10:08 pm (UTC)Clare(x)
Re: From Clare
Date: 2009-05-05 10:17 pm (UTC)And we did introduce that one later, didn't we... I can't remember which card it was either, but I think it must have been Philip that introduced that from his mad Scouts rules.