Awesome card games

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#1
No Limit texas Hold'Em
This is arguably the number one card game of all time in terms of being simple, very difficult (if not impossible) to master and appealing to humans.

Unfortunately this game has been analyzed to death via solvers and other tools, still it is being played a lot today.

https://www.pokerlistings.com/poker-rules-texas-holdem

The issue with the game being easy to solve could maybe be fixed by scapping the blind-system and instead just have people pay antes into the pot (which can be position dependent). With antes only everyone could potentially see the flop for free.

Max players = 23

pot limit: none
 

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#2
Pot Limit Omaha
This is still not as popular as texas holdem but it is very popular at the higher stakes due to being significantly harder to solve.

In PLO you hold 4 cards of which 2 will be selected for a hand, this will be combined with 3 from the table (of 5). Betting is limited to the size of the pot.

While this is still a relatively simple game it is flawed in the sense that betting has to be artificially limited due to starting hands being too close in equity.

max players = 11

pot limit: 100%
 

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#3
Best of 3 omaha
Its like normal omaha except now there will be 3 (flop, turn, river) meaning you end up with 3 hands and if you have the best hand for 2 of 3 you will always will the entire hand pot.

For each set of 5 community cards you select3 combined with 2 cards from your own hand to make the best possible 5 set of cards "partial hand".

Your hand is considered better than someone else's hand if you win more comparisons than you lose (such as 1 win and 2 draws).

When more than 2 players remain for the pot
You compare the player against each. You get +1 for having better hand than someone else still left for the pot and -1 for having worse hands than someone else left for the pot. Then the pot goes to the player with the most points, split if equal.

Let's look at the following example with the community cards

AAQTT
66622
65432


Holecards0: KJ87
Holecards1: AQ32
Holecards2: TT98
Holecards3: KK93

Hand0 beats Hand2
Hand1 beats Hand0 and Hand3
Hand2 beats Hand1
Hand3 beats Hand0 and hand2

Here Hand1 and Hand3 will split the pot.

Hand0: Royal Flush, 3 of a kind with K high, straight 8 high.
Hand1: Full house with triple A, 3 of a kind with A high, A high flush.
Hand2: 4 of a kind, Full house with T pair, pair of T.
Hand3: 2pair, Full house with K pair, K high flush.

Pot limit version
The game starts out like standard PLO with 4 hole cards and no community cards and pot limit prior to the flop. No limit after the flop.

No limit version
The game starts with one community card added to each board. No betting limit on any betting round.
 

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#4
8 card poker
The following scoring system can be used when selecting 8 card out of 11 (version 98):

1650050706302.png


This is the best scoring system i have been able to come up with so far. I have tested this with other people and it works just fine, no need for any further changes. The is fun to play and i prefer playing it over other poker games.

See attachment "pokwer8_99" for more details.

I recommend no minimum raise regardless of the number of players (besides you having to bet in whole units).

There shall be no pot limit.

1650050766218.png
 

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#5
No limit stud
5 cards out of 7 are selected just like with texas holdem. There are no community cards.

preflop: 3 cards
flop: 5 cards
turn: 6 cards
river: 7 cards

The rules for this game has not yet been finalized but it is supposed to have the same or similar betting structure as No Limit texas Hold'Em

max players = 7

Pot limit: none
 

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#6
No limit draw poker
You are only allowed one draw, if you discard just one card then your first card option will be public, if you do not want that you will get a second card that will not be public.

After the second betting rounds all remaining player will show 3 cards of their choosing.

Max players = 5
 

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#7
5 suit holdem
A fift suit and an additional card can be added so you select 5 cards out of 8 for the following

0. 5 of a kind
1. straight flush
2. 4 of a kind
3. rainbow straight
4. flush
5. full house
6. straight
7. 3 of a kind
8. 2pair
9. pair
10. nothing

A = (1,14)
K = 13
Q = 12
J = 11

3 can be counted as 16 for straight flush or rainbow straight
2 can be counted as 15 for straight flush or rainbow straight.
K can be counted as 0 for straight flush or rainbow straight

It has the disadvantage of requiring a special deck of cards which most people do not have.

Preflop: each player hold 3 cards
flop: 2 community cards are added
turn: 1 community card is added
river: 1 community card is added
spate: 1 community card is added

max players = 20

pot-limit: none

3 of a kind (without full house) as the final hand is actually less common than a straight. The rules as suggested here might not actually be ideal.
 

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#8
6+ Hold'Em
The size of the deck is reduced making it easier to solve in the HU case. It might still be harder to gain an age via solvers in practise due the blind structure making it likely multiple people will see the flop.

Card rankings are (from best to worst):

0. straight flush
1. 4 of a kind
2. flush
3. full house
4. straight
5. 3 of a kind
6. 2pair
7. pair
8. nothing

Max players = 15

pot limit: none
 

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#9
Double pot limit Omaha
It can be played like Pot-limit Omaha except now you will be able to bet up to 2x the pot.

This is supposed to be played with deep stacks (100BB or more).

Max players = 11

Pot limit: 200%
 

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#10
3card Hold'Em
It can be played like No limit texas holdem except you start holding 3 cards and the flop is only 2 cards.

Max players = 16

Pot limit: none

I suggest adding the hand "straight & 4 of the same color" which would beat full house but lose to quads.

You could have each player reveal one card at the flop if you want to make it easier to figure out what hand someone has, it's unclear if that would make the game better though.
 

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#11
Instead of blinds
You can have a fixed ante only dependent on the number of players, no forced betting to see the flop.

Might be best to have the total initial pot scale with the square of the number of players on the table:

Code:
players   2      3      4      5      6      7      8     9     10    11    12    13    14
SVA2      2      2      1      1      1      1      1     1     1     1     1     1     1
SVA3      3      3      2      2      2      2      2     2     2     1     1     1     1
SVA4      4      3      3      3      2      2      2     2     2     2     2     2     2
SVA7      7      6      5      4      4      4      3     3     3     3     3     3     3
SVA11     11     9      8      7      6      6      6     5     5     5     4     4     4
SVA14     14     11     10     9      8      7      7     7     6     6     6     5     5
SVA24     24     20     17     15     14     13     12    11    11    10    10    9     9
SVA36     36     29     25     23     21     19     18    17    16    15    15    14    14
SVA58     58     47     41     37     33     31     29    27    26    25    24    23    22
SVA100    100    82     71     63     58     53     50    47    45    43    41    39    38
SVA127    127    104    90     80     73     68     64    60    57    54    52    50    48
SVA168    168    137    119    106    97     90     84    79    75    72    69    66    63
SVA280    280    229    198    177    162    150    140   132   125   119   114   110   106
SVA490    490    400    346    310    283    262    245   231   219   209   200   192   185
SVA699    699    571    494    442    404    374    350   330   313   298   285   274   264
SVA1000   1000   816    707    632    577    535    500   471   447   426   408   392   378
SVA1862   1866   1524   1319   1180   1077   997    933   880   835   796   762   732   705
SVA3249   3249   2653   2297   2055   1876   1737   1625  1532  1453  1385  1326  1274  1228
SVA5244   5244   4282   3708   3317   3028   2803   2622  2472  2345  2236  2141  2057  1982
SVA9898   9898   8082   6999   6260   5715   5291   4949  4666  4427  4221  4041  3882  3741
SVA18109  18109  14786  12805  11453  10455  9680   9055  8537  8099  7722  7393  7103  6845
SVA30184  30184  24645  21343  19090  17427  16134  15092 14229 13499 12871 12323 11839 11408
SVA50260  50260  41037  35539  31787  29018  26865  25130 23693 22477 21431 20519 19714 18996
SVA99941  99941  81601  70699  63208  57701  53421  49971 47113 44695 42615 40801 39200 37774
SVA199990 199990 163291 141414 126485 115464 106899 99995 94276 89438 85276 81646 78443 75589
 

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#12
Tournaments without blinds
Each round the ante/blind will be the same for every table on a particular table but the ante/blind will be smaller if there are more players on the table while the total pot is bigger:
Code:
Players         2       3        4        5        6        7        8        9
Level 0    1 000      816      707      632      577      535      500      471
Level 1    1 150      939      813      727      664      615      575      542
Level 2    1 320    1 078      934      835      762      706      660      622
Level 3    1 520    1 241    1 075      961      877      812      760      712
Level 4    1 750    1 429    1 237    1 107    1 010      935      875      825
Level 5    2 000    1 633    1 414    1 265    1 155    1 069    1 000      943
Level 6    2 300    1 878    1 626    1 454    1 328    1 230    1 150    1 084
Level 7    2 640    2 156    1 867    1 670    1 524    1 411    1 320    1 245
Level 8    3 040    2 482    2 150    1 923    1 755    1 625    1 520    1 433
Level 9    3 500    2 858    2 474    2 214    2 020    1 870    1 750    1 650
Level 10   4 000    3 266    2 828    2 530    2 310    2 138    2 000    1 886
Level 11   4 600    3 756    3 252    2 908    2 656    2 460    2 300    2 168
Level 12   5 300    4 327    3 748    3 352    3 060    2 833    2 650    2 498
Level 13   6 150    5 021    4 349    3 890    3 551    3 287    3 075    2 899
Level 14   7 200    5 879    5 091    4 554    4 157    3 849    3 600    3 394
Level 15   8 450    6 900    5 975    5 344    4 879    4 517    4 225    3 984
Level 16  10 000    8 160    7 070    6 320    5 770    5 350    5 000    4 710
Level 17  11 500    9 390    8 130    7 270    6 640    6 150    5 750    5 420
Level 18  13 200   10 780    9 340    8 350    7 620    7 060    6 600    6 220
Level 19  15 200   12 410   10 750    9 610    8 770    8 120    7 600    7 120
Level 20  17 500   14 290   12 370   11 070   10 100    9 350    8 750    8 250
Level 21  20 000   16 330   14 140   12 650   11 550   10 690   10 000    9 430
Level 22  23 000   18 780   16 260   14 540   13 280   12 300   11 500   10 840
Level 23  26 400   21 560   18 670   16 700   15 240   14 110   13 200   12 450
Level 24  30 400   24 820   21 500   19 230   17 550   16 250   15 200   14 330
Level 25  35 000   28 580   24 740   22 140   20 200   18 700   17 500   16 500
Level 26  40 000   32 660   28 280   25 300   23 100   21 380   20 000   18 860
Level 27  46 000   37 560   32 520   29 080   26 560   24 600   23 000   21 680
Level 28  53 000   43 270   37 480   33 520   30 600   28 330   26 500   24 980
Level 29  61 500   50 210   43 490   38 900   35 510   32 870   30 750   28 990
Level 30  72 000   58 790   50 910   45 540   41 570   38 490   36 000   33 940
Level 31  84 500   69 000   59 750   53 440   48 790   45 170   42 250   39 840
Level 32 100 000   81 600   70 700   63 200   57 700   53 500   50 000   47 100
And so on until a single player has all the chips (or it's ended before that for whatever reason).
 

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#13
Fixed ante when the total pot scales with (the number of players)^(3/4)
That means that the blind/ante can go down slightly when another player is added to the table. Same minimum contribution to the pot for everyone.

Code:
players   2      3      4      5      6      7      8     9     10    11    12    13    14
HVP3      3      3      3      2      2      2      2     2     2     2     2     2     2
HVP5      5      5      4      4      4      4      4     3     3     3     3     3     3
HVP8      8      7      7      6      6      6      6     5     5     5     5     5     5
HVP11     11     10     9      9      8      8      8     8     7     7     7     7     7
HVP14     14     13     12     11     11     10     10    10    9     9     9     9     9
 

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#14
For 10% min-raise (when there is more than 2 people in the pot):
Code:
Players A   B   C   D   E   F   G   H    I    K    L     M
2       2   4   9  15  25  40  80 200  400  800 1600  4000
3       2   3   6  13  20  30  60 160  300  600 1200  3300
4       2   2   5  10  15  25  50 125  250  500 1000  2500
5       2   2   4   8  12  20  40 100  200  400  800  2000
6       1   2   3   6  10  16  33  80  160  330  660  1600
7       1   2   2   5   8  14  28  70  140  280  540  1400
8       1   2   2   5   8  12  25  60  125  250  500  1250
9       1   1   2   4   6  11  22  50  111  220  440  1111
10      1   1   2   4   6  10  20  50  100  200  400  1000
11          1   1   3   5  10  20  50  100  200  400  1000
12          1   1   3   5  10  20  50  100  200  400  1000
13          1   1   3   4  10  20  50  100  200  400  1000
14          1   1   2   4  10  20  50  100  200  400  1000
15          1   1   2   4  10  20  50  100  200  400  1000
16          1   1   2   3  10  20  50  100  200  400  1000
17          1   1   2   3  10  20  50  100  200  400  1000
18          1   1   2   3  10  20  50  100  200  400  1000
19              1   2   3  10  20  50  100  200  400  1000
20              1   2   3  10  20  50  100  200  400  1000
21              1   2   3  10  20  50  100  200  400  1000
22              1   2   3  10  20  50  100  200  400  1000
23              1   2   3  10  20  50  100  200  400  1000
For 25% min raise:
Code:
Players A   B   C   D   E   F   G   H    I
2       2   3   5  10  25  50 100 200  500
3       2   2   4   8  20  40  80 160  400
4       1   2   3   6  15  30  60 120  300
5       1   1   2   4  12  24  48  96  240
6       1   1   2   4  10  20  40  80  200
7       1   1   1   3   8  17  34  68  172
8       1   1   1   3   8  15  30  60  152
9           1   1   2   6  13  26  52  132
10          1   1   2   6  12  24  48  124
11          1   1   2   5  10  21  44  116
12          1   1   2   5  10  20  40  104
13              1   2   4   9  18  36   96
14              1   2   4   8  16  32   90
15              1   2   4   8  16  32   84
16              1   2   4   8  16  32   80
17                      4   8  16  32   80
18                      4   8  16  32   80
19                      4   8  16  32   80
20                      4   8  16  32   80
21                      4   8  16  32   80
22                      4   8  16  32   80
23                      4   8  16  32   80
for 20% min raise:
Code:
Players A   B   C   D   E   F   G   H    I    J    K     L     M
2       2   4   5  12  20  40  80 150  250  600 1500  2500  6000
3       1   3   4   9  15  30  60 125  225  500 1250  2250  5000
4       1   2   3   7  12  25  45 100  175  400 1000  1750  4000
5       1   2   3   6  10  20  35  85  150  325  850  1500  3250
6           1   2   5  10  17  30  75  125  300  750  1250  3000
7           1   2   5  10  15  25  70  125  275  700  1250  2750
8           1   1   5  10  15  25  65  125  250  650  1250  2500
9           1   1   5  10  15  25  60  125  250  600  1250  2500
10          1   1   5  10  15  25  55  125  250  550  1250  2500
11              1   5  10  15  25  50  125  250  500  1250  2500
12              1   5  10  15  25  50  125  250  500  1250  2500
13              1   5  10  15  25  50  125  250  500  1250  2500
14              1   5  10  15  25  50  125  250  500  1250  2500
15              1   5  10  15  25  50  125  250  500  1250  2500
16                  5  10  15  25  50  125  250  500  1250  2500
17                  5  10  15  25  50  125  250  500  1250  2500
18                  5  10  15  25  50  125  250  500  1250  2500
19                  5  10  15  25  50  125  250  500  1250  2500
20                  5  10  15  25  50  125  250  500  1250  2500
21                  5  10  15  25  50  125  250  500  1250  2500
22                  5  10  15  25  50  125  250  500  1250  2500
23                  5  10  15  25  50  125  250  500  1250  2500
For 12.5% min raise:
Code:
Players A   B   C   D   E   F   G    H
2       2   4   7  10  20  50  80  200
3       2   4   6   8  18  40  64  160
4       2   3   5   7  16  30  56  120
5       1   2   4   6  14  24  48   96
6       1   2   4   6  12  20  44   84
7       1   2   3   5  10  16  40   72
8       1   2   3   5   9  16  36   64
9           1   2   4   8  16  32   64
10          1   2   4   8  16  32   64
11          1   2   4   8  16  32   64
12          1   2   4   8  16  32   64
13          1   2   4   8  16  32   64
14          1   2   4   8  16  32   64
15          1   2   4   8  16  32   64
16          1   2   4   8  16  32   64
17                      8  16  32   64
18                      8  16  32   64
19                      8  16  32   64
20                      8  16  32   64
21                      8  16  32   64
22                      8  16  32   64
23                      8  16  32   64
 

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#15
Cardchess
This is a card game inspired by chess and the Yu-Gi-Oh anime

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving a card 1 step in the attack direction
2. Adding a new card to a spot you can move to.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).

cardchess.png


The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.

cardchess2.png


All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

Notice here that the cards here do not have a symmetrical picture face down which is an advantage since then you can mark which player the cards belong to. If you don't have a such deck of cards you will have to mark the cards in some other way such as placing something on the cards controlled by a specific player.

You can begin with 5 cards on the hand for each player after discarding 5 or 14 cards (which can be used to indicate the grid of you have none marked out). Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and one each players hand).
 

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#16
Bid and match
Both players/teams bid for what they score they will get.

In the 2-team mode the player-mode you can have the following

If you were the only one to score your bid (or higher) you get your bid² points, in addition your opponents will have to pay you 13 times what the sum of the bids exceeded the sum of the scores for the players (in the case the sum of the bid was higher than the sum of the scores).

If both teams scored their bid or more the team who got closest will get (their bid)² points, if both teams got equally close the team who had the highest bid will score (the difference between the bids)² points.

The game is played by 4 hands which can be controlled by humans or be a public hand controlled by the player at the opposite side. The game starts out with the winner of the bidding war playing a card. If the game is only played with 2 players then each public hand will begin with 6 cards being visable (so they can be played) with 7 cards being hidden with each visible hand blocking 2 hidden cards from being played or seen.

You score 1 point for your team by playing the highest card for that round (2 for the final round if no Trump color was chosen). The succeeding hands have to respond by playing a card of the same color as the original card (if they have any card of that color) otherwise any other color can be played which will count as lower unless it's a card of the trump color.

A public hand can be 6 up-face cards laying on 7 cards faced down with each up-face card laying on 2 down-face cards blocking them from being played or turned up until the card or cards above it is played.

The hand that won the round will play the next card.

For the mathematically illiterate:
Code:
Bid  bid²
26   676
25   625
24   576
23   529
22   484
21   441
20   400
19   361
18   324
17   289
16   256
15   225
14   196
13   169
12   144
11   121
10   100
9    81
8    64
7    49
6    36
5    25
4    16
3    9
2    4
1    1
0    0
The bidding war
The bidding war starts by a player announcing a bid and choosing a Trump color. Players after that then all also have to place bids. If your bid is higher than previous bids you can change the trump color (you don't have to) or change to no trump. This continues until all players have made a bid for the color, you only have to place a bid if your team doesn't already have a bid for that color (such as 4 when spades is Trump) and you cannot lower a bid placed for a particular color.

Scoring for more than 2 teams
Of the teams who scored their bid or higher the team who got closest will get (their bid)² points. If they got equally close the team with the highest bid will get (the difference between the bids)² when comparing the 2 highest bids who got the closest.

In addition the team who got furthest from their bid will have to pay a fine of 6 times the difference in how close the got to the player who got the closest (when the highest possible score is 18 to 20).

Examples for 3 teams
Code:
       bid  score   points
team0  10   10      6²+3=39
team1  4    4       3
team2  4    3       -6
Here because team0 and team1 got equally close they shared the penalty points team2 got (only getting 3 each).
Code:
       bid  score  points
team0  10   9      6
team1  4    6      16-3=13
team2  4    2      -3
Here team1 and team2 shared the -6 penalty points (each getting -3).

The general rule is that the penalty factor is set to the max score divided by the number of teams rounded down to the next integer.

Penalty factor table:
Code:
Max Score  3teams 4teams 5teams 6teams 7teams 8teams 9teams 10teams 11teams
26         8      6      5      4      3      3      2      2       2
25         8      6      5      4      3      3      2      2       2
24         8      6      4      4      3      3      2      2       2
23         7      5      4      3      3      2      2      2       2
22         7      5      4      3      3      2      2      2       2
21         7      5      4      3      3      2      2      2       1
20         6      5      4      3      2      2      2      2       1
19         6      4      3      3      2      2      2      1       1
18         6      4      3      3      2      2      2      1       1
17         5      4      3      2      2      2      1      1       1
16         5      4      3      2      2      2      1      1       1
15         5      3      3      2      2      1      1      1       1
14         4      3      2      2      2      1      1      1       1
13         4      3      2      2      1      1      1      1       1
12         4      3      2      2      1      1      1      1       1
11         3      2      2      1      1      1      1      1       1
10         3      2      2      1      1      1      1      1       0
9          3      2      1      1      1      1      1      0       0
8          2      2      1      1      1      1      0      0       0
7          2      1      1      1      1      0      0      0       0
6          2      1      1      1      0      0      0      0       0
5          1      1      1      0      0      0      0      0       0
4          1      1      0      0      0      0      0      0       0
3          1      0      0      0      0      0      0      0       0
2          0      0      0      0      0      0      0      0       0
1          0      0      0      0      0      0      0      0       0
When penalty points are given (reward of punishment) is always rounded down if it ends up not being an integer.

The max score is 1 more than the number of cards a hand starts with.

Example (4 teams, max score = 14)
Code:
       bid  score   points
team0  8    8       64+3=67
team1  2    1       -1
team2  3    2       -1
team3  4    3       -1
Example (4 teams, max score = 14)
Code:
       bid  score   points
team0  7    7       4*4+1=17
team1  2    1       -2
team2  3    3        1
team3  4    3       -2
Here the score was rounded down from -3/2 to -2 for team1 and team3 while it was rounded down from 3/2 to 1 for team2 and 16+3/2 to 17 for team0.

Example (5 teams, max score = 11)
Code:
       bid  score   points
team0  0    0       0²+4=4
team1  2    0       -2
team2  3    4        0
team3  0    2       -2
Team4  5    4       0
As we see the score was rounded down here from -4/3 to -2 (team1, team3).

Using more than one deck
You can increase the number of cards per hand by adding a second deck of cards. Then if the same highest card is played more than once the first hand to play it will win the round.

Example (5 teams, max score = 21)
Code:
       bid  score  points
team0  10   6      -6
team1  4    8      -6
team2  5    3      0
team3  3    1      0
team4  2    0      0
team5  1    2      1+12=13
Example (3 teams, 6 hands, max score = 18)
Code:
       bid  score  points
team0  10   4      -30
team1  10   5      0
team2  10   9      30
Here the total score is 18 since no trump color was chosen by the winner of the bidding war.
 

adolf512

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#17
Nice advices. I only played magic, but I could try one of the games you listed/
These are great games to play IRL, you cannot play most of these online afaik.

8 card poker and no limit draw are the ones like the most by people i know it seems, both invented by me.
 

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#18
colourbluff
This is a causal bluff game where each player starts with 10 cards and then each player take curn drawing a card from the deck (if there is any left) and then playing a card xor passing to the next player. You win if you have no cards left on your hand and nobody called that final bluff you did (or if you weren't bluffing in the first place).

You play card(s) by placing them face down (so other people don't see what you played) and then you will claim that what you placed s card in the same color and with at least the same number as the previously played card, you can also follow by the next higher card in the same color. If no card was played before (or if all players passed after you played your last card) you can start at any card you like.

Example: if 9 of spades is played you need to play a spade that is 9 or higher such as 9,T,J of spades.

If you think someone is bluffing you can turn up the cards, if it was a bluff the bluffer has to take up all the cards in the pile (that was played earlier) and it will be your turn next. If you call but it isn't a bluff the turn will go back to the player who played the card(s) you were calling.

Not all cards are used, you separate out 5 to 20 cards (that remain hidden).
 

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#20
yugioh monster duel and rush duel
The big issue with games like yugioh and a lot of other battle card games is that it requires a special card-deck which most people will not have.

That's why it's better to invent some battle game that can be played on a standard deck.


This is more like blackjack though. Cardchess is an actual battle-game.
 

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#21
Cardchess2 special powers
This is a card game inspired by chess and the Yu-Gi-Oh anime.

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Adding a new card to a spot you can move to.

When attacking a card you can can use multiple cards at once.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).



The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the attacking value and can be used regardless of color. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.



All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

Notice here that the cards here do not have a symmetrical picture face down which is an advantage since then you can mark which player the cards belong to. If you don't have a such deck of cards you will have to mark the cards in some other way such as placing something on the cards controlled by a specific player.

You can begin with 5 cards on the hand for each player after discarding 5 or 14 cards (which can be used to indicate the grid of you have none marked out). Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and one each players hand).

Special powers
2
has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically.
5 can also move 1 step horizontally or vertically.
2 to 8 will move before attacking if turned down.
 

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#22
Cardchess3 tower-stacking
This is a card game inspired by chess and the Yu-Gi-Oh anime.

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Adding a new card (from your hand) to a spot you can move to.
3. Adding a card to an existing card/monster to create a new fusion monster (if said cards can be combined).

When attacking a card you can can use multiple cards at once.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).



The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.



All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

Notice here that the cards here do not have a symmetrical picture face down which is an advantage since then you can mark which player the cards belong to. If you don't have a such deck of cards you will have to mark the cards in some other way such as placing something on the cards controlled by a specific player.

You can begin with 5 cards on the hand for each player after discarding 5 or 14 cards (which can be used to indicate the grid of you have none marked out). Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and one each players hand).

Combining cards
You can add a fusion-monster directly from your hand or create it by moving more than one card to the same location.

When attacking with a fusion-monster you use the card that can reach your opponents card with it's attack.

When a fusion-monster is attacked all the cards in will face the attack based on the attack value so an attack might be partially successful. If more than one card of the fusion-monster have the same color they can be enforced simultaneously (such a a clubs card enforcing a diamonds card).

2 cards fused together will both get 4 extra attack and defense.

3 cards fused together all get 8 extra attack and defense.

When moving a fusion-monster you can decide which card to utilize for the movement and then any card stacked on top will move with it.

The total number of possible fusion monsters is 16960

Special powers
2
has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically.
5 can also move 1 step horizontally.
6,7,8 will be move before attacking if turned down.
 

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#23
Cardchess4 fusion
This is a card game inspired by chess and the Yu-Gi-Oh anime.

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Adding a new card (from your hand) to a spot you can move to.
3. Adding a fusion monster (from your hand) to a spot you can move to.

When attacking a card you can can use multiple cards at once.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).



The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.

It's recommended to have each player use their own deck and have each deck look different.

All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

You can begin with 7 cards on the hand for each player. Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and each players hand).

Combining cards
You can add a fusion-monster directly from your hand or create it by moving more than one card to the same location.

When attacking with a fusion-monster you use the card that can reach your opponents card with it's attack.

When a fusion-monster is attacked all the cards in will face the attack based on the attack value so an attack might be partially successful. If more than one card of the fusion-monster have the same color they can be enforced simultaneously (such a a clubs card enforcing a diamonds card).

2 cards fused together grants 3 more attack and defense for all cards in the fusion-monster (doesn't affect movements).
3 cards fused together grants 6 more attack and defense for all cards in the fusion-monster.
3 cards of the same color fused together grants 6 more in attack if all cards of the fusion-monster are turned up after the attack.

The cards are stacked based on defense where the card with the most defense will be at the bottom and determine how the fusion-monster moves.

The total number of possible fusion monsters is 3360

Special powers
2
has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically (applies to all fusion-monsters containing a 4).
5 can also move 1 step vertically (also applies to fusion monster with 9 and 5), if the fusion monster includes an even card this special power grants moving one additional step forward.
2 to 8 when turned down cannot attack but it can be turned up for an attack after movement.
 

Admin

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#24
Cardchess5 movement fusion
This is a card game inspired by chess and the Yu-Gi-Oh anime.

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Adding a new card (from your hand) to a spot you can move to.
3. Adding a fusion monster (from your hand) to a spot you can move to.

When attacking a card you can can use multiple cards at once.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).



The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.

cardchess-start-2decks.png


It's recommended to have each player use their own deck and have each deck look different.

All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

You can begin with 7 cards on the hand for each player. Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and each players hand).

Combining cards
You can add a fusion-monster directly from your hand or create it by moving more than one card to the same location.

When attacking with a fusion-monster you use the card that can reach your opponents card with it's attack.

When a fusion-monster is attacked all the cards in will face the attack based on the attack value so an attack might be partially successful. If more than one card of the fusion-monster have the same color they can be enforced simultaneously (such a a clubs card enforcing a diamonds card).

2 cards fused together will both get 2 extra attack and defense.

3 cards fused together all get 4 extra attack and defense.

When moving a fusion-monster you can decide which card to utilize for the movement and then all cards will move with it. You cannot undo fusions and the order in which you stack doesn't matter.

The total number of possible fusion monsters is 3360

Special powers
2
has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically.
5 can also move to a location occupied by an opponent card/monster if an available space exist in moving 1 step in the same direction (forcefully moving the opponent card/fusionmonster).
2 to 8 will move before attacking if turned down. If it's part of a fusion monster you can turn it up to move and then attack with some other card that is part of the fusion monster. Note it cannot attack without first moving.
 

Admin

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#25
Cardchess6 full fusion
This is a card game inspired by chess and the Yu-Gi-Oh anime.

In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Moving multiple cards all to the same location to fuse them together.
3. Adding a new card (from your hand) to a spot you can move to.
4. Adding a fusion monster (from your hand) to a spot you can move to consisting of no more cards than the number of cards you could get to that location via 2.

When attacking a card you can can use multiple cards at once.

Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.

The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).

Notice how A is counted as a 14 for attacks and 1 for defense.

You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).



The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).

The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)

The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.

The attack is 1x when a color attacks another card of the same color.

You have to turn a card up permanently when you use it to attack.

You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.

Enforcements will counts as 10x the (base) attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.

The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.

It's recommended to have each player use their own deck and have each deck look different.

All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.

You can begin with 7 cards on the hand for each player. Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).

You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).

You win instantly if you eliminate all cards your opponent has placed out.

If the same game-state has occured 3 times it's automatically a draw.

Combining cards
You can add a fusion-monster directly from your hand or create it by moving more than one card to the same location.

When attacking with a fusion-monster you use the card that can reach your opponents card with it's attack.

When a fusion-monster is attacked all the cards in will face the attack based on the attack value so an attack might be partially successful. If more than one card of the fusion-monster have the same color they can be enforced simultaneously (such a a clubs card enforcing a diamonds card).

2 cards fused together grants 3 more attack and defense for all cards in the fusion-monster (doesn't affect movements).
3 cards fused together grants 6 more attack and defense for all cards in the fusion-monster.
3 cards of the same color fused together grants 6 more in attack if all cards of the fusion-monster are turned up after the attack.

The cards are stacked based on defense where the card with the most defense will be at the bottom and determine how the fusion-monster moves.

Full fusion
You can combine single cards of (of 3 different colors) into a forth card who will get the color that none of the original cards had in addition to gaining 12 attack and 6 defense. Here A instead gains 3 defense (to 4) and 18 attack (to 32).

The total number of possible fusion monsters is 25012

Special powers
2
has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically (applies to all fusion-monsters containing a 4).
5 gains 12 attack if it attacks a card or fusion monster with K (for all cards in said fusion-monster in that particular attack).
2 to 8 when turned down cannot attack but it can be turned up for an attack after movement (including for fusion)

Moving/combining cards and then attacking
There is no limit to the number of cards you can move to later attack as long as you attack with 2 to 8 cards that are turned down (for the cards that got moved). You can even combine cards and then attack if you use 2 to 8. Only limitation is that you can only have a single target for all those attacks.

You can of course combine attack(s) where card(s) are moved with attack(s) with attacks where the card(s) are not moved.

cardchess6-full-fusion.png

Here if you use all 9 cards showed to make a fusion monster the super-7 would have defense 19 and attack of at least 25 (31 if all cards are turned up after the attack is launched).

You are of course allowed to merge two fusion-monsters to form a single fusion-monster provided that you do not end up with 2 or 4 or the same kind and that you do not end up with 2 different kinds that attack in the same direction.
 

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#26
Cardchess with 3 players
You win by placing any card on goal area and having it remain once it's your turn again.

The goal-area can be same for all 3 players or you simply have each player defend the locations where their initial cards started. If you defend your own starting area then you lose if someone else win there while the third player will finish in second place.

cardchess-3player-zones.png


When you attack you must attack both opponents (if both have card(s) left on the board) so you select 1 card for each and you do not have to use the same card(s) for both attacks. Here you are of course not allowed to attack a monster that is fully turned up unless you attack with enough power such that it will be eliminated unless it's re-enforced.

When you attack you first select 1 card for each opponent and then you can use cards to attack one or both of those simultaneously.

3 cards of the same color fused together grants 6 more in attack if all cards of the fusion-monster are turned up after the attack.
Here that means that if you have one of the fusion-monster turned up prior to the attack you could potentially turn up the 2 others for the attacks (one for each player) to get the extra damage for both attacks.

Fusion-steal
When combining 3 cards for 3 of a kind it's enough that you posses 2 of those are yours meaning that you will be able to use a opponent card for it. This can be done if you can conclude that a fusion is legal based only on the information you get from the turned up cards in said monster. This allows you to do "full fusion" even if you just have 2 of a kind with your own card.
 

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#27
6 of 8 poker
You select 6 cards out of 8 to make the best possible hand.

0. 6-straightflush.
1. 4 of a kind & pair.
2. double 3 of a kind.
3. 5 cards of the same color connected.
4. 4 of a kind.
5. 3pair & all cards connected.
6. 6 of the same color.
7. 3 of a kind & all cards connected.
8. 6-straight.
9. 2pair & 4-straight
10. 3pair
11. 5 of the same color.
12. 5-straight.
13. 3 of a kind.
14. 2pair.
15. Nothing.

2 can be counted as 15 for straight or "all cards connected"

Straights and all cards connected (except 6-straight) can wrap around so 15 high will be the best and 3 high will be the worst.

Original idea that didn't really work:

0. 6-straightflush.
1. Double 3 of a kind & all cards connected.
2. 4 of a kind & pair.
3. double 3 of a kind.
4. 5 cards of the same color connected.
5. 4 of a kind.
6. 3pair & all cards connected.
7. 6 of the same color.
8. 6-straight.
9. 5 of the same color.
10. 3pair
11. 5-straight.
12. Full house
13. 3 of a kind.
14. 2pair.
15. pair
16. Nothing.

One issue with this older idea is that there isn't any particularly good way to order the hands since they are close in frequency (3pair, full house, 3 of a kind, 5-straight).
 

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#28
6 of 9 poker (work in progress)
You select 6 cards out of 9 to make the best possible hand.

0. 6-straightflush
1. Double 3 of a kind connected.
2. 6 of the same color & 5-straight.
3. 5 cards of the same color connected.
4. 4 of a kind & all cards connected.
5. double 3 of a kind.
6. 4 of a kind.
7. 3pair & all cards connected.
8. 6 of the same color.
9. 3 of a kind & all cards connected.
10. 6-straight.
11. 2pair & all cards connected.
12. 5-straight.
13. 5 of the same color.
14. 3pair.
15. 3 of a kind.
16. 2pair
17. Nothing.

2 can be counted as 15 for straight or "all cards connected"

Straights and all cards connected (except 6-straight) can wrap around so 15 high will be the best and 3 high will be the worst.

Holecards: 3 cards

Flop: 3 community cards added

Turn: 2 community cards added

River: 1 community card added

The following simpler system could also work:

0. 6-straightflush.
1. 6 of the same color & 5-straight.
2. 5 cards of the same color connected.
3. Double 4 of a kind.
4. 4 of a kind.
5. 3pair & all cards connected.
6. 6 of the same color
7. 3 of a kind & all cards connected
8. 6-straight
9. 2pair & all cards connected.
10. 5-straight
11. 5 of the same color
12. 3pair
13. 3 of a kind
14. 2pair
15. Nothing.
 

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#29
New England Hold’Em Rules (fixing his mess)
This is a variant where all 7 cards are used.

I used libreoffice to estimate hand frequencies (tried getting exact figures but ended up being off by 324 when summing all hands)
Code:
Hand           cards used  combinations  frequency     Cumulative
7-SF           7           32            0.0000002392  0.0000002392
Quads + trips  7           624           0.0000046642  0.0000049034
6-SF           6           1592          0.0000118997  0.0000168031
7-flush        7           6968          0.0000520837  0.0000688869
5-SF           5           39312         0.0002938456  0.0003627324
Quads + pair   6           41184         0.0003078382  0.0006705707
Double trips   6           54912         0.0004104510  0.0010810216
Trips + 2pair  7           123552        0.0009235146  0.0020045362
7-straight     7           129792        0.0009701568  0.0029746930
Quads          4           183040        0.0013681698  0.0043428629
6-flush        6           256332        0.0019160059  0.0062588687
6-straight     6           3740784       0.0279612535  0.0144077912
3pair          6           2471040       0.0184702928  0.0328780840
trips + pair   5           3294720       0.0246270571  0.0575051411
5-flush        5           3740784       0.0279612535  0.0854663946
5-straight     5           5004560       0.0374076052  0.1228739998
3 of a kind    3           6461620       0.0482986975  0.1711726974
2pair          4           28962360      0.2164850712  0.3876577686
pair           2           58627800      0.4382254574  0.8258832260
high card      0           23294460      0.1741191958  1.0000024218
This was originally intended to be played like texas holdem except all 7 cards would be used but for some reason they messed up the simulation so they got the wrong hand-frequencies (such as for 5-SF).

https://docs.google.com/document/d/19cENRHPnxsL5g87l2G154Ol61BJ7Ib6rkFbh62qF78c/edit?tab=t.0#heading=h.udz5l7z1k8dk

One interesting tweak that come to my mind is to instead have 3 holecards and 4 community.

But i frankly do not think that this idea is even good to begin with. it looked promising at first but then i looked into it more and it's not really something i would like to play to be honest.
 

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#30
Ring-community poker
This was inspired by a bad idea where i basically scrapped the entire original idea for something interesting. I don't think you should play a game like this with real money when you are more than 2 players though due to the high collusion risk, i have been trying to find ways to fix this but couldn't come up with anything particularly good.

Each player is given 3 hole cards.

Betting round 1

Each player is given 2 more hole cards.

Betting round 2

Each player shares one of their hole cards with the player to the left.

Betting round 3

Each player shares one of their hole cards with the player to the right

betting round 4

The best hand wins the pot (same hand rankings as standard NLHE).

Only players who have not folded will share a hole card if they remain. Once a player has shared a card said card will remain usable another player even if they end up folding later.

When hole cards are shared they will remain hidden until all remaining players for the pot have selected a card.

Version with reduced collusion risk
Of course you could simply switch to only having a single card drawn from the deck instead when there are 3+ players left.

Alternatively for 3 players after round 2 you can simply have each player share one of their cards which would still make a total of 7 cards to choose from (would result in one less betting round).
 
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