..just thinking about this now.. I quite like these 'draw a card' options -- definately utilizing the 'Dagger' variant for inspiration.
(keeping in mind, there are three cards up to choose from -- possibly 1's.)
1) Draw one card at random, add it to your hand. Then, play any one card from your hand.
2) Draw one face up card from the pile of three, add it to your hand, replace it with a random card. Then, play any one card from your hand.
3) Draw two cards at random, add them face up next to the three available cards. Choose one card of the now available five, add it to your hand. Discard one of the lowest valued cards of the remaining four to be recycled should the current deck run dry. Play any one card from your hand.
4) Draw two 1's from the face up pile of three. Replace the two cards you have drawn. You must then play two 1's but they do not have to be the 1's you picked up.
1) This option keeps the flow of the original game. This is the only option that lets a player keep his/her turn information relatively private.
2) This option stays in line with the original gameplay.
3) This breathes new life into the pile of three cards, and gives that player better options on pickup. (if s/he has a garbage hand and there's garbage in the three face-up cards) Players will have more choice on what card they will get, but at the cost of showing everyone what they have taken.
Forcing the active player discard the lowest valued card from the available four face-up cards ensures that this option isn't exploited. This option puts a brand-new spin on the options in the three face-up cards, and can create a new level of strategy.
4) This is your 'dagger' variant, and a good way to exhaust 1's. This is at the cost of giving the next player better options than you had but allowing the active player a chance to follow through with plans. This also is the only way one player can play two cards on his/her turn.
- Last edited Mon Jun 4, 2007 7:01 pm (Total Number of Edits: 4)
- Posted Mon Jun 4, 2007 6:46 pm