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Ludic (3-card)
Players: 3-5 (4 optimal)
Equipment: 1 deck (2 decks optimal), a coin or other token, pencil, paper
Object: To guess the dealer's secret rule first, or, as dealer, to devise a secret rule that vexes the other players without frustrating them.
Summary: At the start of each round, the dealer, known as the Vexer, deals out two initial groups of cards, known as sets. The Vexer writes down a rule which one set obeys and the other set breaks. The other players, known as Seekers, each attempt to discover this rule first by building their own sets, using these to gain more information and/or an opportunity to guess the rule. If a Seeker guesses the rule correctly, they become the Vexer for the next round, and the current Vexer scores points based on the number of sets in play. If none of the players can guess the rule, the Vexer scores no points, and whoever possesses the token becomes the new Vexer. When one player reaches 21 points and then becomes Vexer again, he or she wins the game.
Setup: Before play begins, remove all Aces from the main deck. Each player cuts; low card will be the initial Vexer. The token is given to the player to the initial Vexer's immediate left.
At the beginning of a round, the Vexer takes the Aces and arranges them as shown in the diagram above. He or she deals a hand of 6 cards face-down to each of the other players, known as the Seekers. The Vexer then deals out a group of three overlapping cards below the black Ace, and then a similar group below the red Ace. These will be the initial sets. After dealing, the Vexer keeps hold of the deck until it runs out.
Sets: Sets contain three cards, and building a set from one's hand is the only way that cards may be played. The position of cards in a set is relevant and cannot be altered once played; the three positions are referred to as ‘top’, 'middle', and ‘bottom’.
Sets are played face-up and oriented away from the Vexer, as shown in the diagram above. The only exceptions are the initial sets, which the Vexer may play facing themselves, re-orienting the sets after the rule has been devised.
Columns: All sets are played in one of the two columns created by the Aces. The column created by the red Aces is known as the 'obey' column, and the column created by the black Aces is known as the 'break' column. These cards have no other effect on the game.
Rule: The Vexer now devises and writes down a secret rule. The rule must be obeyed by the initial set in the 'yes' column, and broken by the initial set in the 'no' column. The rule may only refer to the intrinsic identities and relationships of the cards within each set, (i.e., color, rank, numerical value, and position,) and may not refer to external relationships (e.g., the time the set was played, its values relative to other sets, the letters in its name in any particular language, etc.)
Pip cards have numerical values equal to their ranks. Jacks, Queens and Kings can be referred to in rules as face cards, and have numerical values of 11, 12, and 13 respectively. If two cards are of equal rank, neither can be considered 'lowest' or 'highest'.
Here are a few possible Rules, given only the initial sets in the diagram above: The top and bottom card are the same suit; The bottom card is highest; The middle card is lowest; Two of the cards are black; At least two of the cards are black; The bottom card is highest and the middle card is lowest; The highest card is black, The sum of the cards is even; Two of the cards are of consecutive rank; No cards are the same rank; No cards are face cards; None of the cards are prime.
Here are a few illegal Rules: The values are in ascending order [the 'obey' column breaks]; The top card is black [the 'break' column obeys]; The top and bottom card are the same rank ['obey' breaks, 'break' obeys]; The top card in the 'obey' column is greater than the top card in the 'break' column [external relationship].
Communication: There are three circumstances in which a Vexer or Seeker may speak during a round:
• The Vexer is indicating whether a Seeker's play is correct or incorrect.
• A Seeker is guessing the rule.
• A Seeker's guess is ambiguous, and the Vexer is asking for clarification.
Otherwise, all communication (including speech, body signals, written notes, etc.) is prohibited until after the round ends. If the players all agree, this rule may be relaxed to allow for training (i.e., game-related advice) and/or casual play (i.e., non-game-related chatter).
Play: Play starts to the Vexer’s left and continues counterclockwise, skipping the Vexer.
While there are still cards in the deck, a Seeker's turn comprises one of the three following actions:
• He or she may build a set and give it to the Vexer. This is known as a query. The Vexer plays the set in the appropriate column, and then deals the current Seeker three cards.
• He or she may build a set and play it in either column:
• If the Seeker is incorrect, the Seeker moves the set to the correct column, and receives no cards.
• If the Seeker is correct, the Vexer deals the Seeker three cards. The Seeker must either guess the rule promptly or pass:
• If the Seeker’s guess is incorrect, the Vexer must provide a hint, as defined below.
• If the Seeker’s guess is correct, the round ends and the Seeker is now the new Vexer.
• If the Seeker has fewer than 6 cards, he or she may pass and draw three cards.
Guesses: A guess is correct when it is isomorphic (i.e., logically equivalent) to the rule. It may or may not be worded in a similar way.
Hintbook: The hintbook is a second deck of cards, with a different back than the main deck. The Vexer may sort through it at any time. Its Aces can be placed underneath the main deck's Aces, or simply ignored. If a second deck is not available, or if a desired hint cannot be constructed using the cards remaining in the hintbook, the Vexer may use pencil and slips of paper. The Vexer must be careful to label the positions of the cards. Cards may be used only once per hint.
Hint: A hint is a set that proves a Seeker’s guess wrong; i.e., a set that either obeys the guessed rule but breaks the Vexer's rule, or a set that breaks the guessed rule but obeys the Vexer's rule. If one or more hints are present and visible in either column, the Vexer simply points to one and the current Seeker’s turn ends.
If not, the Vexer builds a hint from the hintbook and hands it face-down to the current Seeker. If a hint cannot be built from the cards currently in the hintbook, the Vexer may write it on a slip of paper; the Vexer must be careful to label the positions of the cards, and each card may be used only once per hint. If building a hint proves impossible, the guess must be isomorphic to the rule and hence correct.
Hints should be kept separate and on the table in front of the Seeker; it may be helpful to keep hints that obey the rule on the Seeker's left, and hints that break the rule on the Seeker's right. Hints made from the hintbook are strictly informational, may never be played to a column, do not count as part of the Seeker's hand, and may be looked at by their owner at any time.
Maximum Size: There can be a maximum of 7 sets in either column at any time. When a set is correctly placed in a column that already contains 7 sets, the Vexer must flip a set in that column face-down, placing the new set on top. The initial set may not be flipped. So long as a set is covered by another set, it is out of play and may not be looked at.
After the deck has been exhausted, queries are no longer allowed, and all sets must be played to a column:
• If the Seeker is incorrect, he or she places the set in the correct column, and the turn ends.
• If the Seeker is correct, he or she may now guess, as per above.
If a Seeker has no cards remaining but other Seekers do, his or her turn is skipped.
If all Seekers have no cards, then each Seeker, in turn, may either guess or pass:
• If the guess is correct, the round ends and the Seeker is the new Vexer.
• If the guess is incorrect, or if the Seeker passes, the Vexer must flip one set in each column face-down. The Vexer then provides a hint to the current Seeker, and the Seeker's turn ends.
If an initial set is flipped, however, the round immediately ends. The Vexer reveals the rule and flips up all face-down sets for inspection. The player who possesses the token becomes the new Vexer, and gives the token to the player to his or her immediate left.
Scoring: Seekers score no points. Vexer scores points equal to the number of face-up sets in play. (In the initial round of the game, the Vexer scores half, rounding up.) The maximum possible score is thus 14. However, the Vexer scores 0 points if any of the following occur:
1) One of the initial sets is flipped.
2) At the end of the round, one of the columns contains noset, either face-up or face-down, other than its initial set.
3) At the end of the round, the rule is found to be ambiguous, not logically identical to the final guess, contradicted by an existing set or hint, or otherwise illegal.
Winning: When a player has scored 21 points (15 for a short game,) he or she becomes ludic. A ludic player who becomes Vexer again wins.
1) Play does not require an authority figure.
2) Play does not require any specialized equipment.
3) Play must always be voluntary.
4) The primary interest of the Vexer is to devise a rule that is challenging, feasible, and satisfying to discover; the primary interest of a Seeker is to discover this rule as quickly as possible. These interests should not be overshadowed by insular strategies or talents.
5) Play should not drag unduly.
by Jesse Fuchs
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