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| ============================================================ | |
| CORVO | |
| ============================================================ | |
| /this is a work in progress/ | |
| A strategic 2-player card game combining tactical hand | |
| building and combination-based shedding. | |
| Required Materials: | |
| - Standard 52-card deck | |
| - Paper and pencil for scoring | |
| - Optional: doubling cube | |
| Overview: | |
| - Phase 1: Hand-building phase where players play tricks | |
| to sculpt their hands to use in the next phase. | |
| - Phase 2: Climbing/shedding phase where players play | |
| combinations to shed cards. Winner is the first to shed | |
| all of their cards. | |
| ============================================================ | |
| Phase 0 - The deal | |
| ============================================================ | |
| Players shuffle and cut and then burn two cards from the | |
| deck before dealing out 13 cards to each player. The | |
| remaining 24 cards are put between the players. Use a | |
| random method to determine who will start the game as the | |
| leader. | |
| ============================================================ | |
| Phase 1 – Hand Building | |
| ============================================================ | |
| During the hand-building phase, players will play 12-tricks | |
| where for each trick the following steps are taken: | |
| 1. Reveal the top card to set the trump suit. This happens | |
| before every trick. | |
| 2. Starting with the leader, each player plays one card to | |
| the trick. Players are not required to follow the suit of | |
| the card led. | |
| 3. Highest card of the led suit or trump wins the trick and | |
| determines the leader for the next trick. | |
| 3. Winner of the trick chooses one card to take into their | |
| hand from the following options: | |
| a) the revealed trump card | |
| b) the card that lost the trick | |
| c) the blind top card of the draw pile | |
| 4. Loser then takes one of the remaining options into hand. | |
| 5. The card that won the trick and the remaining unchosen card | |
| are removed from the game. If the face-down card on the draw | |
| pile was the unchosen card, then it is removed face-down and | |
| never revealed. After ever trick, exactly two cards will be | |
| removed from the game. | |
| Repeat the above numbered steps until the draw pile is | |
| exhausted. | |
| The winner of the last trick is the phase 2 start player. | |
| ============================================================ | |
| Phase 2 – Climbing / Shedding Play | |
| ============================================================ | |
| 1. Players alternate turns playing increasingly powerful legal | |
| combinations from their 13-card phase 2 hand, or passing. | |
| 2. Legal combinations, in order by power: | |
| - Single: any one card | |
| - Pair: two cards of equal rank | |
| - Triple: three cards of equal rank | |
| - Quad: four cards of equal rank | |
| - Five-card poker hands: | |
| * Straight (any 5 consecutive ranks) | |
| * Flush (any 5 cards of same suit) | |
| * Full House (3 + 2 of same rank) | |
| * Straight Flush (consecutive 5 of same suit) | |
| If a single, pair, triple, or quad is played then players must | |
| only respond with a higher ranked set of the same kind, or with | |
| any of the 5-card Poker hands. | |
| 3. Determining a winning combo: | |
| - Higher ranked combos that match the type of the previous | |
| play win. | |
| - When comparing same type: | |
| * Higher rank beats lower rank | |
| * If ranks tie, suit rank determines winner: | |
| Spades > Hearts > Diamonds > Clubs | |
| Turn continues until a player cannot or chooses not | |
| to play a higher combination. The player who played | |
| the last combination leads the next turn. | |
| The player who sheds all of their cards first wins phase 2, | |
| and calculates their score. | |
| ============================================================ | |
| Phase 2 Scoring | |
| ============================================================ | |
| The phase 2 winner scores the number of cards left in the | |
| opponent's hand. | |
| ============================================================ | |
| Variant – Doubling Cube | |
| ============================================================ | |
| - Cube ownership: initially given to the phase 2 start | |
| player. | |
| - Cube starts at value 1; cube owner may propose a double | |
| **before playing a combination on their turn**. | |
| - Opponent may accept or decline: | |
| * Accept: game continues at doubled value; cube ownership | |
| switches to the opponent. | |
| * Decline: opponent immediately loses at current cube | |
| value multiplier. | |
| - Leftover cards × cube value determines points if this | |
| variant is used. | |
| ============================================================ | |
| Design notes | |
| ============================================================ | |
| Corvo was designed to combine the strategic strengths | |
| of Big Two and German Whist, while solving downsides of | |
| both games for 2-players. | |
| The Downsides of the games for two players are, IMO: | |
| - German Whist: perfect information after phase 1 leads | |
| to a phase 2 playout that is perfunctory. | |
| - Big Two: There are no compelling 2-players variants | |
| of the game that preserve any of the interesting | |
| dynamics of the 4-player game. | |
| The ways that these downsides were addressed: | |
| - German Whist contributed phase 1 hand-building, trick | |
| play, and partial information tension. German Whist's | |
| downside is that, by itself, it is a straightforward | |
| trick-taking game with limited scoring depth. phase 2 | |
| of Corvo solves this by introducing Big Two–style | |
| combination play, allowing players to make multi-card | |
| strategic plays and shed cards in meaningful ways, | |
| creating richer tactical decisions and a more engaging | |
| scoring dynamic. Burning two cards before hands are | |
| dealt adds some hidden information to an otherwise | |
| perfect information GW mode. Playing out only 12 tricks | |
| still preserves uncertainty, even if the trick-winner | |
| always takes a revealed card. | |
| - Burning only two cards may not add enough uncertainty, | |
| but if play testing reveals that to be the case then | |
| I can scale up to as many as four (with players taking | |
| 11 tricks) to increase uncertainty. | |
| - Big Two contributed phase 2 combination climbing play; | |
| in 2-player Big Two, strategic tension is lost because | |
| using 26-card hands would give perfect information, | |
| while smaller hands reduce gradual revelation. phase 1 | |
| of Corvo solves both problems by letting players | |
| sculpt their phase 2 hands through trick play with | |
| partial information, preserving uncertainty and | |
| enabling gradual hand revelation. | |
| - By focusing scoring on leftover opponent cards, the | |
| game simplifies scoring. My hope is that | |
| the game is engaging enough to motivate two great | |
| friends or family members to play matches up to | |
| 1M points! | |
| - The doubling cube is optional for now, but I hope it | |
| adds a strategic meta-layer, rewarding skillful | |
| judgment on when to escalate stakes. | |
| - The game is named Corvo after Baron Corvo (aka | |
| Frederick Rolfe), whose life inspired the two-phase | |
| structure. He frequently cultivated intimate | |
| relationships (i.e. phase 1), only to later burn those | |
| relationships to the ground through scandal and betrayal | |
| (i.e. phase 2). See AJA Symons' biography, The | |
| Quest for Corvo, which explores these aspects of his | |
| life in exquisite depth. If any "theming" occurs then it | |
| will revolve around this quirky character. |
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