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(First draft)
 
(Change wording to mention point cards instead of hearts. Describe the variants.)
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== GOAL ==
== GOAL ==


Each round, a heart card is revealed. The winner of the trick must take the card. Earn the lowest score by avoiding taking the trick and/or strategically winning the Bouncer cards. Bouncers let you negate the value of other cards you win...but are themselves the highest-valued cards in the game if they can't negate another heart card.
Each round, a points card is revealed. The winner of the trick must take the card. Earn the lowest score by avoiding taking the trick and/or strategically winning the Bouncer cards. Bouncers let you negate the value of other cards you win...but are themselves the highest-valued cards in the game if they can't negate another points card.


== CARDS AND SETUP ==
== CARDS AND SETUP ==
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All of the cards from the diamonds, spades and clubs suits are shuffled together. Then each player is dealt 13 cards from them.<br>
All of the cards from the diamonds, spades and clubs suits are shuffled together. Then each player is dealt 13 cards from them.<br>


Hearts are shuffled into a pile with the top card revealed.<br>
The point cards (1 to 10, J, Q, K) are shuffled into a pile with the top card revealed.<br>


Aces are high.
Aces are high.
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== PLAY ==
== PLAY ==


Any card may lead the trick. On your turn, you must follow suit, if you can. If you can't follow suit, you may play any card. Be careful - the highest card played wins the trick, regardless of suit! Play continues until all hearts have been won.
Any card may lead the trick. On your turn, you must follow suit, if you can. If you can't follow suit, you may play any card. Be careful - the highest card played wins the trick, regardless of suit! Play continues until all point cards have been won.


== SCORING ==
== SCORING ==


After the hearts pile is exhausted, all players total the value of the heart cards they won. Cards 2-10 are worth face value. Aces are worth 11. Bouncer rules are as follows:<br>
After the points pile is exhausted, all players total the value of the point cards they won. Cards 2-10 are worth face value. Aces are worth 11. Bouncer rules are as follows:<br>


'''Bouncers'''<br>
'''Bouncers'''<br>The Jack, Queen and King are bouncers. During the scoring phase, each bouncer you won negates the value of one ace or number card. If you have more bouncers than aces and number cards, you score 25 points for each bouncer that isn't able to negate a card. Bouncers cannot negate one another.
The Jack, Queen and King of Hearts are bouncers. During the scoring phase, each bouncer you won negates the value of one ace or number card. If you have more bouncers than aces and number cards, you score 25 points for each bouncer that isn't able to negate a card. Bouncers cannot negate one another.


== GAME END ==
== GAME END ==


Play continues until a player scores at least 100 points. Then the player with the lowest score wins.
Play continues until a player scores at least 100 points. Then the player with the lowest score wins.
== VARIANTS ==
=== Show upcoming points cards ===
The upcoming points cards arranged face-up in a row, instead of a face-down pile.
=== Special Bouncer abilities ===
The bouncers only bounce specific cards:
The K (MAX) bouncers your highest points card.
The Q (◀) bounces the previously-collected numeric points card. If there is no previous card, or it's a bouncer, it has no effect.
The J (MIN) bounces your lowest points card.
Each bouncer targets a specific card. If two bouncers target the same card, only one of them will be used.
For example, if you collected these cards in order: "3, 5, Q, K", both the Q and K target the 5, so only one bouncer will activate, and the other will be worth 25 points.

Revision as of 18:20, 23 July 2024

GOAL

Each round, a points card is revealed. The winner of the trick must take the card. Earn the lowest score by avoiding taking the trick and/or strategically winning the Bouncer cards. Bouncers let you negate the value of other cards you win...but are themselves the highest-valued cards in the game if they can't negate another points card.

CARDS AND SETUP

All of the cards from the diamonds, spades and clubs suits are shuffled together. Then each player is dealt 13 cards from them.

The point cards (1 to 10, J, Q, K) are shuffled into a pile with the top card revealed.

Aces are high.

PLAY

Any card may lead the trick. On your turn, you must follow suit, if you can. If you can't follow suit, you may play any card. Be careful - the highest card played wins the trick, regardless of suit! Play continues until all point cards have been won.

SCORING

After the points pile is exhausted, all players total the value of the point cards they won. Cards 2-10 are worth face value. Aces are worth 11. Bouncer rules are as follows:

Bouncers
The Jack, Queen and King are bouncers. During the scoring phase, each bouncer you won negates the value of one ace or number card. If you have more bouncers than aces and number cards, you score 25 points for each bouncer that isn't able to negate a card. Bouncers cannot negate one another.

GAME END

Play continues until a player scores at least 100 points. Then the player with the lowest score wins.

VARIANTS

Show upcoming points cards

The upcoming points cards arranged face-up in a row, instead of a face-down pile.

Special Bouncer abilities

The bouncers only bounce specific cards:

The K (MAX) bouncers your highest points card.

The Q (◀) bounces the previously-collected numeric points card. If there is no previous card, or it's a bouncer, it has no effect.

The J (MIN) bounces your lowest points card.

Each bouncer targets a specific card. If two bouncers target the same card, only one of them will be used.

For example, if you collected these cards in order: "3, 5, Q, K", both the Q and K target the 5, so only one bouncer will activate, and the other will be worth 25 points.