KillerClowns
Emperor
- Joined
- Oct 6, 2007
- Messages
- 1,139
After I started imagining the over-the-top possible house rules in Balseraph gambling houses, I figure it might be wise to start a thread on this addictive little game's place in Erebus... possible house rules, its place in various cultures, that sort of thing.
To start, I was thinking about how it might be seen differently in different cultures, and how the local variants would effect that. I posted quite a bit about the Balseraph variant in Thewyrm's thread...
The Svartalfar version would be more likely to reward deceit; I can see a mechanic where you could steal a card by distraction and, if not caught before your foe ends his turn, have a right to keep it. There could also be hiding cards and bluffing involved, I've not given their variant much thought yet...
The Sheaim version would require extremely aggressive, risk-taking play, and the Demon suit would probably pack a bonus. It would be high-scoring with particularly powerful cards that could change the course of the game. I'm imagining a few extra death cards and some powerful bonus cards... perhaps a card that when played, forces your foe to draw two or more cards at a time. Or one, the Necromancer, that you can keep to override a draw of death or the same suit.
To start, I was thinking about how it might be seen differently in different cultures, and how the local variants would effect that. I posted quite a bit about the Balseraph variant in Thewyrm's thread...
EDIT: To save Thewyrm the trouble of self-quoting his thoughts:...I imagine reproducing the Balseraph variant for computer would be... difficult, since the game would be a bit more direct. Cups could be obtained from your foe... if you could stomach drinking that many shots of Balseraph whiskey. (Which is illegal in most of Erebus due to the its special "herbal mix," and occasionally used by the Svartalfar as a poison.) You could challenge one of your swords against one of theirs, resulting in a physical fight with the owner of the higher card being granted an advantage; challenging a seven with a three, if accepted by both parties, might mean the three would literally fight with a hand tied behind his back. Wands or pentacles could be challenged for in a game of wits. Wands would be riddles, delivered by a third party, and pentacles would be games of logic like (but not as long as) chess. Again, high card would hold the advantage. The high wand would get a hint as to the riddle's answer, the high pentacle would get a better starting position for the game. I can't think of any other "house rules" that the Balseraphs would have, but I'm sure they would be just as... interesting.
Dying during a game of Somnium, coincidentally, would be an automatic win, to make sure the swords challenges don't get out of hand... and those desperate to win could do so by suicide. Unfortunately, Gregory Deathclaw's 'victory' in the Somnium Championships of Year 74 of Rebirth remains one of the most controversial in Balseraph sporting history. Some insist that, since technically, he became a lich afterwards, he didn't really die during the game.
Since eradicating the game would be impossible, the Bannor would probably see it as another way to train people in the art of war, and their variants would decrease luck and increase the amount of information availible and strategy involved....My immediate thought is that the Wheel of Fortune card has to be inserted into the Balseraph deck. My initial view of what it would do is re-shuffle each player's highest and lowest card and then re-distribute them randomly amongst each player.
The Svartalfar version would be more likely to reward deceit; I can see a mechanic where you could steal a card by distraction and, if not caught before your foe ends his turn, have a right to keep it. There could also be hiding cards and bluffing involved, I've not given their variant much thought yet...
The Sheaim version would require extremely aggressive, risk-taking play, and the Demon suit would probably pack a bonus. It would be high-scoring with particularly powerful cards that could change the course of the game. I'm imagining a few extra death cards and some powerful bonus cards... perhaps a card that when played, forces your foe to draw two or more cards at a time. Or one, the Necromancer, that you can keep to override a draw of death or the same suit.