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词条 Cuttle
释义

  1. Objective

  2. Mechanics

      Playing a Card for Points    Playing a Card as a One-off   Adding a Card to the Layout  Exceptions   Scuttling  

  3. Gameplay

      Dealing    Turns    Winning  

  4. References

{{about|the card game|the marine mollusc known as cuttle|Cuttlefish}}{{Orphan|date=June 2016}}Cuttle is a two player card game played with a standard deck of 52 playing cards which resembles a collectible card game in gameplay.[1] The game's earliest confirmed appearance took place in the 1970s, though the exact date of its creation is unknown.[2]

Objective

The objective of cuttle is to have 21 or more points in-play under your control at any time. Points are acquired by playing any card which is not a face card to obtain the number of points represented by that card (with aces being worth one point, twos being worth two points, etc.) In order to reach 21 points before their opponent each player must attempt to use their turn most effectively.[2][3]

Mechanics

These are the standard mechanics as proposed in the earliest surviving ruleset.[4] Several variations on these mechanics exist.[5]

Playing a Card for Points

When playing a card for points the player removes the card from their hand and places in front of them. Once a point card has been placed on the table it is considered in-play. Point cards which are in-play should be made distinctly separate from each player's layout and be visible to their opponent. Point cards which are removed from play in any way are placed in the universal discard pile.

Playing a Card as a One-off

When playing a card as a one-off the player removes the card from their hand, alerts their opponent to the one-off ability of the card, and places it immiediately into the universal discard pile. If there are no mitigating factors the effect of the card is then evaluated.

The following table ennumerates each of the cards which may be played as one-offs and their abilities:

Card Ability
Ace Forces both players to discard all of their currently in-play point cards
Two Place any one card which is not a point card in the discard pile
Three Allows the player to place any one card from the discard into their hand
Four Causes the player's opponent to discard two cards of their choosing
Five Allows the player to draw two cards into their hand
Six Forces both players to place all cards except for point cards into the discard pile, ending their effects
Seven Causes the player to draw a card and play it immediately in the manner of their choosing. In the event the drawn card can not be played it is discarded
Nine Allows the player to return any one card from their opponents layout, or an eight, to its owner's hand

Adding a Card to the Layout

Each player maintains their own layout. These are cards which grant the controlling player a permanent gameplay effect until they are removed from play by another card.

The following table ennumerates each of the cards which may be added to the player's layout and their effects:

Card Effect
Queen While a Queen is part of your layout none of your other cards may be targeted by adverse effects which target a single card (Jacks and Twos). The Queen does not offer protection against scuttles
King While a King is in play the number of points required for the controlling player to win is reduced. This reduction continues as more Kings are placed into play by the same player. One King reduces the number of points required to 14, two to 10, three to seven, and four Kings reduces the number of points required to win to 5

Exceptions

Several of the cards in cuttle behave differently from standard one-offs or layout cards. They operate as follows:

Card Explanation
Two As well as their use as a one-off as above, twos may also be played to counter a one-off played by the other player on their turn. In this case the countered card's effect is never evaluated and both the two and the countered card are discarded. Twos may be used to counter twos.
Eight The eight functions similarly to a layout card, but is not owned by either player. Instead when an eight is played it is placed between the two players and forces the player who did not play the eight to play with his hand exposed to his opponent until the eight is removed from play.
Jack A Jack is played as a one-off on a players turn but it is played on top of one of the opponents point cards, transferring the ownership of that point card to the player who owns the Jack for as long as that Jack remains in play. Jacks may be played on top of other Jacks. If a point card with a Jack (or Jacks) on top of it is discarded the Jack(s) are also discarded.

Scuttling

Scuttling is the act of using a card with a higher point value to force an opponent to discard one of their in-play point cards with a lower value than the card being used to scuttle. The card being used to scuttle is also discarded. In the event that two cards have the same point value the ability to scuttle another card is determined alphabetically by the name of the suit: Clubs - Diamonds - Hearts - Spades. If two cards have the same point value any card from a suit which before it in alphabetical order may be used to scuttle it.

Gameplay

A game of Cuttle begins with a deal and then consists of the two players taking alternating turns.[2]

Dealing

At the beginning of the game a dealer is chosen randomly. The dealer deals five cards to his opponent and six to himself. These cards form the initial hands of both players. The remaining cards are placed face down between the players and become the draw pile.

Turns

Turns alternate between each of the players beginning with the player who did not deal. On their turn a player may choose to do one of the following:

  • Draw a card from the draw pile and place it in their hand
  • Place a numerical card from their hand onto the table in order to obtain the corresponding number of points
  • Place a card which may be used as a one-off into the discard in order to utilize its ability
  • Place a card which may be used as a layout card in front of them to begin benefitting from its effect
  • Place a card which can scuttle one of the opponents point cards on top of it and then move both cards into the discard pile

After performing their desired action the players turn is over and their opponent's turn begins.

Winning

As soon as one player's score reaches 21 or more the game is over, with the player who has matched or exceeded 21 points being declared the winner. This can happen on either player's turn.

References

1. ^Card Games: Combat Games
2. ^Rules of Card Games: Cuttle
3. ^Cuttle | Board Game | BoardGameGeek
4. ^http://www.geocities.ws/richardsipie/cuttle.htm
5. ^Discussion on an interesting card game - Cuttle | BoardGameGeek | BoardGameGeek

1 : French deck card games

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