Example: Bartok
Background
Bartok is a very simple game (initially) with the rules starting out very
much like Uno. The major twist to this game is the Nomic-like ability to
modify the rules (initially the winner does this at the end of the game). Anyway
- the rules are simple and self explanatory.
Bartok Rules
Initial Rules
1) Players each begin with 5 cards
2) The remaining cards are placed face down in the centre, forming "the
pack". The dealer then turns over the top card from the pack, this card has
no effect on play. If a joker is turned up, then the dealer may turn over
another card, and so forth. The first player is the first one to place an
eligible card after the card is turned over.
3) Play proceeds clockwise, unless any other rule states otherwise.
4) When it is a certain players turn, e may either play an eligible card from
eir hand onto the face up pile (hereafter "the pile"), or pick up a
card from the pack (not both). This play must be made within a reasonable time
of it becoming eir turn (as judged by the other players.)
5) Unless other rules state otherwise, an eligible card to play must be of the
same suit or the same value as the card on the top of the face up pile.
6) A joker is a wild card, and so may be played as any other eligible card. The
player playing the joker must announce which card it represents.
7) When any player's hand changes from containing two or more cards to only one
card, e must say "Bartok".
8) Players may not ask questions during play.
9) Players may not make (provably) false statements during play.
10) If any player is deemed (by general consensus) to have broken any rule the e
must draw a card from the pack. Such a draw does NOT constitute a player's turn.
This penalty may only be incurred if the breaking of the rule is announced
within a reasonable time after the event.
11) The winner of a round is the first player to have zero cards in eir hand.
Generally, a player is deemed to have won BEFORE the final card played takes
effect.
12) A round ends when the winner is decided. The winner shall then invent a new
rule which will come into effect in the next round. New rules may repeal or
override older rules. New rules must not be obviously biased towards or against
any player. New rules may not directly effect the creation or content of later
rules. Other players may express their dissatisfaction with any new rule, but so
long as the rule meets the previous guidelines, the winner's word is final.
13) The winner then becomes the dealer for the next round. If e so desires e may
declare any other player to be dealer instead of em.
14) During a round, timeout may be called by the players in order to clarify
some aspect of a new rule which was not previously clear. During this time
questions may be asked of the player who created rule in question, without
penalty. In all such cases, the word of the rule's creator is final. If two or
more rules conflict or combine with unclear effect, the player who created the
most recent of those rules may decide the effect. Questions off the topic of
rules clarification are not allowed during timeout. Trivial questions, or
questions which have already been clearly answered (to a majority of players)
should not be tolerated.
15) If any player enters the game and is unfamiliar with the rules in effect at
the time, the other players ought not explain any more than the very general
basics of the original rules. If ever the new player receives a penalty for some
reason, then a brief (and not necessarily clear) reason for the penalty ought to
be given. New players should be encouraged to work out the current rules by
their own ingenuity.
These values are offered as guidelines only, and any rule may be applied to
more or fewer cards than suggested, at the creator's discretion.
After each rule's name, a guage of difficulty/nastiness is given:
* = beginner rule
** = advanced beginner
*** = experienced
**** = experienced difficult
***** = masochists only
Note: This does not imply that beginner or advanced beginner rules are not
fun for expert players.
1) SKIP X * On card(3), play skips X (= 1,2...) people.
2) REVERSE * On card(3-6), the direction of play changes.
3) SWAP (LOCAL) ** On card(1-3), the current player swaps hands with a certain
player. (On eir left/right/opposite/in dirn of play/by choice etc.)
4) SWAP (GLOBAL) ** On card(1-2), all players give their hands to another
certain player. (On eir left/right/opposite/in dirn of play etc.)
5) SNAP ** (When more than one pack is being used.) If a player has a card in
eir hand, identical (same number AND suit) to the card on the top of the pile
then e may immediately play that card (regardless of whether it is eir turn or
not), saying "SNAP" when doing so, and play continues as if it had
been that player's turn. When only one pack is being used, a card of the same
number and colour may be snapped instead.
5a) CRACKLE ** (When rule 5 is in use) If a card has just been snapped, as per
rule 5, and a player has a card in eir hand of the same suit and number
_one_more_ than the snapped card, e may play it immediately (regardless of turn)
and say "CRACKLE" when doing so. Play continues from em.
6) DRAW X (cumulative) ** On card(1), then next player has to pick up X cards.
This constitutes that players turn. If the rule is declared to be cumulative
then the next player may play another (legal) draw card as eir turn, an the next
player has to draw 2X, and so forth, until some player cannot play.
6a) BUCK STOPS HERE ** If a draw rule (6) is in effect, a card(1) may be played
(if eligible) as a "stop" card, instead on drawing. When this card is
played, the last player to have played a draw card has to draw (unavoidably).
7) CHANGING PLACES * On card(1) player changes position with a certain other
player. (as per swapping) Players may have to take their hands with them, or
leave them behind.
8) REVERSE #2 ** Play goes cw after a red card and ccw after a black card.
9) TOURNAMENT RULES *** The winner of a round is dealt on fewer cards in future
rounds. If ever a player is to be dealt zero cards, then e is declared the
winner of the tournament, and the tournament ends.
9a) ANTI-TOURNAMENT RULES *** Player with most cards at the end of round gets an
extra card in future rounds. (Difficult to stop players from throwing in their
hands) 10) RESET CARD **** On card(1s) the rules are reset to the initial set,
or some reduced set, for the duration of the round (or even permanently). For
use in _very_ long games only.
11) DANGER CARD *** On card(1c) the player has to draw 2-3 cards from the pack.
12) LAST CARD HAS EFFECT *** The effect of the last card to be played is counted
_before_ determining the winner.
13) DOUBLE HANDS *** All players are dealt two hands called "top" and
"bottom". Players may only ever look at their current "top"
hand. On card(1) all players swap their top and bottom hands. The winner is now
the first player to have zero cards in eir TOP hand.
13a) BOTTOM HAND SWAP ** Assorted swap rules (global/local) may be applied to
players' bottom hands, top hands, or both.
14) BEEP/QUACK * On card(1-6) player must say "BEEP" or
"QUACK" etc... (Multiples of these rules can be fun)
15) ON YER BIKE * On card(1) player must run to a certain landmark and back. If
it becomes eir turn again and e is not back yet, e can be given a card for
taking too long.
16) TABOO *** Certain words, eg "Yes","No","I",
may not be spoken.
17) THREE WORD RULE *** On card(1) player may only speak in sets of three words
at a time (no more, no fewer) with reasonable pauses in between, until such time
as another player players that card.
18) UNDER THE INFLUENCE **** On card(1) player is "under the
influence" and may only speak in false-hoods. The player is exempt from any
penalties for saying false statements, but can be penalised for saying
(provably) true statements. A player stays "under the influence" until
another player plays that card.
19) STICKY HANDS/PLACES *** The effect of rules such as 17 and 18 may be
transferred when the player swaps hands or places with another player.
20) SNAP TO WIN *** If a player can snap on the (otherwise) winning card, then e
is the winner instead. If three or more packs are used, then the last player to
snap (before throwing in their hand) wins.
21) PARALLEL GAMES **** If numbers permit, two or more separate games may be
run, each with its own set of players and rules. Each game acts as per usual for
a single game, with one extra rule: On card(1c) player must swap places with a
player of choice, in another game.
22) NAME THAT TUNE * On card(1-2) player must name a movie/song/commercial etc
which has not yet been mentioned.
23) REVALUATION *** Card(1) henceforth is considered to be have some other value
with respect to eligibility, effect and future play.
23a) MASS REVALUATION ***** All cards henceforth have value one more than their
face. (Very Nasty, esp. with many rules in place!)
24) DOUBLE PLAY ** On card(1) the current player has another turn.
25) BILL (Ghost hand) **** An extra hand is dealt, face up, to a ghost player
called "Bill", who sits opposite the winner of the previous round, who
is to be Bill's "caller". Bill has turns like any other player, but
Bill's plays are decided by the caller. If Bill has only one card left, then he
automatically draws another card (for failing to say Bartok), but the caller
must make sure that Bill follows all the other rules (including Beeps, Quacks,
et al.). If Bill breaks a rule, then the caller has to draw the penalty card.
26) NAME OF THE GAME * Change the name of the game (and hence, what players must
say when they have only one card in their hand) to something other than
"Bartok". Can cause much confusion (and fun) when played by
experienced players. Suggested names are "Vickie makes up silly rules"
and "Snap!".
27) WRONG HAND ONLY * Players must play cards using their non-writing hand.
28) TAKE THAT When card(1) is played, the next player in dirn of play must pick
up that card.