Time Tricks

A trick-taking game with several really strong twists, mostly about time.

It contains two versions of the rules. The first one was the original idea that was a bit meh and which I developed over time. The second one is a more polished, condensed final version of the rules for this idea.

Version 1

Setup

Deal the cards fairly among the players. (Remove any leftover cards.)

In this game, you must keep your hand in order! Once picked up, you’re not allowed to move around cards, unless the rules specifically allow it.

Such as right now! Before the game starts, you must perform a Swap.

A Swap means 2 cards switch places, but you must reveal both cards used. (Rotate them to face outward, visible to all other players.)

Whoever has the XX Card (probably highest treasure card) becomes start player.

Objective

The game ends when all cards have been played. Players count the score from all cards they’ve won during the game. Highest score wins!

Gameplay

Gameplay happens in rounds. Each round, players take clockwise turns to simply play the right-most card in their hand!

If your card has an action, it triggers upon playing.

Whoever played the highest number wins the round.

  • The winner scores the cards and starts the next round.
  • All losers may perform one Swap. => This feels too strong and too “easy”, especially during the end game when you only have a few cards left. => Also, this needs ORDER (due to revealed cards), which isn’t great.

@ISSUE: If we ignore suit, then obviously we can have multiple “highest numbers”!

@IDEA: Allow playing from both the left and right side? This would give a bit more freedom in planning ahead and strategizing, though it would stray dangerously close to that Scout card game.

@IDEA: You can decide to “not play” or “not reveal” a card. It is added to a facedown pile before you. Every turn, you either play the right-most from your hand or the top-most from that pile. => But wait, this needs some payment for “not playing”

@IDEA (this seems more promising): There’s always an “extra hand”. These cards are open and are sort of a “timeline”. Each trick starts by placing the next card from this extra hand onto the table.

  • This means that “leading suit” is somewhat predictable.
  • And you have that “time aspect” and planning ahead locked in.
  • Might go even FURTHER and stop winning after every round. Instead, tricks just build up and build up, until SOMEBODY wins everything that came before.

Cards

The deck mostly has regular cards: a number and one of four suits.

It also has special cards: these have two numbers, two suits or some other change.

And finally there are action cards.

  • Their action always uses the suit / number of a card played before it in the same round.
  • If no such card exists, the action does nothing. (Unless stated otherwise.)
  • They usually play with time or cause you to reveal a card.

Play with time? This allows you to change the order of your hand, or force other players to do the same.

Reveal a card? Rotate a card so it’s revealed to everyone else around the table.

I’ve removed the “trick taking” from the base rules.

  • Instead, add some actions that say “you win if you play the highest number in the SUIT of THIS CARD.” (which is basically a TRUMP) => or the LEADING SUIT (which is just normal trick-taking)

This is the meat of the game. By forcing others to reveal cards, you know exactly how later turns will go. By planning well, you can change your own hand to play things in a nicer order.

Scoring

I’m not sure about this one.

  • Actual treasure / point cards that you must collect?
  • A point for every card won?
  • Points for sets and combos of numbers/suits?
  • A personalized objective that you randomly draw at the start? (Or can decide on during the game?)

Version 2

You play open by default, but can take actions to hide a few cards!

Setup

Deal the cards fairly until empty. (Remove leftover cards.)

All players place their cards in a faceup row before them, without looking. You may pick half your cards (rounded down), however, to keep secret. (You look at them, but place them facedown.)

You may not change the order of these cards at will! You can only do so when the game specifically allows it.

The player who has the XX (highest scoring card) becomes start player.

Objective

Play rounds until everybody is out of cards. Each player scores all the cards they’ve won: highest score wins!

Gameplay

Play happens in rounds or “tricks”. Each round, the start player begins, then take clockwise turns.

On your turn, you always play the left-most card! (In other words, your hand is a sort of timeline from left to right.)

If the card has a “PLAYED” action, execute it now.

Once everybody has played a card, determine the winner.

  • The suit of the first card played is called the leading suit.
  • The player who played the highest card in the leading suit, wins the round. They score the cards and start the next round.
  • If a trump was played, however, the highest trump wins.

While scoring, also check the next card of each player (the one that is now left-most). Its action triggers now if it’s a “ROUND” action.

If actions contradict each other, the later one (in turn order) always wins.

Ideas for actions.

  • Obviously, one that allows moving stuff around in the order.
  • One that allows hiding/revealing. (Either for yourself or others.)
  • One that adds a trump.
  • One that reverses the numbers.
  • One that allows you to score 1 random card, even if you lose.
  • One that allows playing the card from the other side of your hand, next turn. (Though “something special next turn” is hard, because it requires remembering that properly.)

Notes / Verdict

It kind of mixes “Exploding Kittens” and a regular deck. Uses cute art, big numbers, very colorful.

I think all issues are solved:

  • You have agency, as you can swap things at the start.
  • But swapping things also reveals some of them, so you have a timeline for the future right from the start.
  • The player with the best hand starts, as that is a downside.
  • Very simple setup and gameplay rules.
  • But the action cards should easily be able to shake things up and swing the timeline in all directions.
  • Only the issue of scoring remains: how??

This game should WORK and be GOOD! We just need the special actions on cards, which are pretty crucial. => Though can we design the game such that it’d also work WITHOUT those actions?