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Author Topic: Dwarf Fortress Cards (reinterpretation of standard deck)  (Read 841 times)

DG

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Dwarf Fortress Cards (reinterpretation of standard deck)
« on: April 21, 2012, 11:00:11 am »

Hi, guys. A few days back I drew a jaguar playing cards with chickens and it got me thinking about a DF card game (please don't judge me). I know that this is not a new idea and that others have explored the concept before (cards that is, not animals playing with them). A quick and lazy search has shown me that at least two other people tinkered with the idea but I think I can bring enough new ideas to justify my own DF cards thread. The aim is to give a standard deck of cards the DF treatment and invent a unique game that incorporates as many DF related themes as possible without being lame. I doubt we'll succeed but maybe we'll have fun in the process. I'm thinking a modified version of poker would work best. Please don't take this too seriously because I definitely am not. Ideas for tricks, card specials, order, make-up or balancing are welcome.


The Deck

Below are the reinterpreted standard cards from lowest to highest face value along with their names and common alternative names. For suits, Hearts are Axes, Diamonds are Spears, Clubs are Hammers and Spades are Swords.

2                        vermin
3                     turtle (food, shell)
4          c             cat
5                       microline (stone, rock)
6                       tower-cap (wood, log)
7          ÷           barrel (booze)
8          Ç           mechanism
9          k            kobold
10                  dwarf
J          g            goblin
Q                    magma
K          &           demon
A          D          dragon (megabeast)

The 4 of diamonds equivalent in a DF deck would thus be called a spearcat while a 7 of clubs would be called a hammerbarrel and so on. Here's a dodgy mock-up of what a DF card could look like:
Spoiler (click to show/hide)


The Basic Game

I've based this on poker. The following is a bare-bones description.
  • Two (minimum), three or four (maximum) people can play.
  • Each player selects a card from the deck and the highest card holder becomes dealer. Thereafter dealership alternates in a clockwise fashion. For all intents and purposes the dealer is also a player.
  • Dealer shuffles. The player to the left of the dealer is dealt to first and must place a minimum bet (small blind) before cards are dealt and the player to their left must place double that bet (big blind). This is to ensure that betting occurs in every round. If there are two players the dealer effectively becomes the big blind.
  • Each player is dealt seven cards. These are called the "Embark" cards. The first five cards are the "worker" cards which make up the active hand. The last two cards are the player's "stockpile" cards, sometimes called "noble" cards.
  • The remaining cards in the deck after everyone has embarked are called the "migrant pool" or just "migrants".
  • The worker cards are generally what you compare against other player's worker cards to decide who wins the round. The stockpile cards may sometimes modify your cards and/or your opponent's cards.
  • The player to the left of the big blind must decide whether to match the latest bet or raise, otherwise they abandon the round. Betting progresses amongst players in a clockwise direction. You must wait your turn before betting, raising or abandoning. There is no limit to raising but if your bet is matched (called) you can not reraise.
  • Once the first betting round ends, players may choose to discard up to four of their worker cards but not all five. Stockpile cards can not be changed or discarded. Discarded workers are replaced from the migrant pool. Discarded workers are placed face-down in a "refuse" pile. Players may not look at cards in the refuse pile, even their own cards.
  • Another round of betting starts with the player to the dealers left.
  • If two or more players remain after the second round of betting ends then they must show all of their worker and stockpile cards and the winner is decided.
  • When you compare your hand to another players hand it cannot be affected by cards from a third or fourth players hand.

Four players is the maximum so that there is a big enough migrant pool to replenish cards if all four players discard the maximum cards. You have to keep at least one card to symbolize the fact that if you got rid of them all before the migrant wave your fortress would crumble to dust but again also to make sure there are enough cards in the migrant pool.
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DG

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The Cards
« Reply #1 on: April 21, 2012, 11:00:38 am »

The Cards

Trying to encompass DF in thirteen cards is impossible extremely difficult. Lots of cool things must be left out. I haven't got elves or carp or anvils in my chosen thirteen for example but I think I've made a good compromise. I've chosen these cards for a variety of reasons. The symbols are distinct. You wouldn't want a goblin, groundhog, mountain goat and gibbon card. The relative value of the cards should make sense and a veteran DF player should intuitively know which is higher than another (this will always be a bit iffy, I know). Magnetite, limonite and hematite wouldn't be good. Most importantly we must think of all the ways in which the cards can interact with other cards in a way that touches on yet more DF themes. In so doing we'll hopefully elevate this from a simple bastardisation of poker to a fun DF game that imitates the depth of the video game.

Now some terminology. A lot of the DF flavor will come simply from changing standard names for things in cards. So in DF cards:

A pair is called a "biscuit"
A three of a kind is called a "stew"
A four of a kind is called a "roast"
So if you have two magma cards, you wouldn't say "I have a pair of magma", you'd say "I have a magma biscuit". Dwarfy. Pairs, three of a kinds and four of a kinds can collectively be called "meals". The meal term is useful when talking about "tricks" later.
A flush (five cards of the same suit) is called a "squad". That's why I converted the suits to basic dwarf weapons. You can have an axe squad, spear squad, hammer squad and sword squad. I chose the weapon to roughly match the shape of the original suit but by that logic mace makes more sense than hammer. But I think hammer sounds cooler.
There is no straight or full house. These are incorporated into "tricks". "Tricks" (inspired by the card term and also stupid dwarf trick) are special combinations of 5 cards which automatically beat any non-trick hands unless specifically noted. Now to explain/justify my choice of cards.

              vermin

worker specials:
stockpile specials: wear (), bad thought ()
vulnerabilities: c
trick combos: dining room, fortress, tantrum

Spoiler (click to show/hide)

           turtle (food, shell)

worker specials:
stockpile specials:
vulnerabilities:
trick combos: dining room, fishing, caravan, artifact

Spoiler (click to show/hide)

c             cat

worker specials:
stockpile specials: shield ( ), detect (k)
vulnerabilities:
trick combos: catsplosion

Spoiler (click to show/hide)

             microline (stone, rock)

worker specials:
stockpile specials:
vulnerabilities:
trick combos: dining room, stone-fall trap, fortress, drawbridge, artifact, megaproject

Spoiler (click to show/hide)

             tower-cap (wood, log)

worker specials:
stockpile specials:
vulnerabilities:
trick combos: cage trap, dormitory, caravan, fortress, clearfelling, artifact
Spoiler (click to show/hide)

÷           barrel (booze)

worker specials:
stockpile specials: boost ()
vulnerabilities:
trick combos: party

Spoiler (click to show/hide)

Ç           mechanism

worker specials:
stockpile specials:
vulnerabilities:
trick combos: stone-fall trap, cage trap, fortress, drawbridge, flood the world

Spoiler (click to show/hide)

k            kobold

worker specials: swap (first round pre-betting)
stockpile specials: steal (last round post-betting)
vulnerabilities: c
trick combos:

Spoiler (click to show/hide)

          dwarf

worker specials:
stockpile specials: craft ( ), consume ( ÷)
vulnerabilities:
trick combos: party, dining room, dormitory, fishing, caravan, ambush, fortress, catsplosion, tantrum, clearfelling, artifact, megaproject

Spoiler (click to show/hide)

g            goblin

worker specials:
stockpile specials:
vulnerabilities:
trick combos: stone-fall trap, ambush, siege

Spoiler (click to show/hide)

           magma

worker specials:
stockpile specials: melt (), burn ()
vulnerabilities:
trick combos: flood the world, artifact
Spoiler (click to show/hide)

&           demon

worker specials:
stockpile specials: boost ()
vulnerabilities:
trick combos: siege

Spoiler (click to show/hide)

D          dragon (megabeast)

worker specials:
stockpile specials: dragonfire
vulnerabilities:
trick combos: Cage trap

Spoiler (click to show/hide)
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DG

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Tricks
« Reply #2 on: April 21, 2012, 11:01:07 am »

Tricks

Here's the order of value from lowest to highest:

Single card
Biscuit
Stew
Squad
Roast
Trick

So what's a trick? Tricks are where we'll try to reference as many DF themes as possible. A trick is also a special combination of five cards that have their own hierarchy and automatically beat any non-trick hand unless specifically noted. Your fancy trick hand will also sometimes be sabotaged by an opponents stockpile cards, but losing is fun. I have no idea what the probabilities of these cards are and with all the change conditions even someone who was good at math wouldn't bother trying to work it out. They should all be hard to get, I think. The hierarchy will be decided by what we feel is right and stronger rather than by how likely the cards are to appear in your hand. So, from lowest to highest, I so far have:

Party
÷÷☺☺☺
Barrel biscuit + dwarf stew. Two barrels and three dwarves sounds like a party to me. A lot of the time players will actively try to discourage their dwarves from partying. The undesirability of a party justifies it's low trick strength.

Dining room
••
Vermin + turtle + microline biscuit + dwarf. The two microline cards symbolize the table and chair that the dwarf is eating his turtle at in the vermin infested dining room. If you have adamantine unlocked this trick becomes legendary dining room, which is much higher strength because it's effectively a six card trick.

Stone-fall trap
••ÇÇg
microline biscuit + mechanism biscuit + goblin. Mechanisms cunningly set in the ceiling are loaded with stone. The goblin dodges the first but does not notice the second. Stone-fall trap trick can be defeated by any kobold or demon meal as they are trap immune.

Cage trap
♠♠ÇÇD
Tower-cap biscuit + mechanism biscuit + dragon. The tower-caps have been converted into cages and the mechanisms set. The mighty dragon is defeated. Cage trap trick can be defeated by any kobold or demon meal as they are trap immune.

Dormitory
♠♠♠☺☺
Tower-cap stew + dwarf biscuit. Three logs constructed into three beds to make a dormitory. Two dwarves are currently sleeping. Or swapping spores.

Fishing
☼☼☼☼
Turtle roast + dwarf. The skilled fisherdwarf pulls turtles from the murky pool by the score. So engrossed is he in fishing that he neglects to prepare any of his catch and the fortress slowly starves.

Caravan
♠♠♠
Turtle + tower-cap stew + dwarf. The dwarven caravan packed full of food arrives to save the starving fortress. The tower-caps here represent the three logs that go into building a wagon. More correctly the three logs than come from dismantling one. Caravan trick can be defeated by any goblin meal.

Ambush
gggg
Dwarf + goblin roast. An ambush so often follows a caravan, thus the hierarchy. Extra points to any player who yells "An ambush! Curse them!" when playing this trick. Ambush trick is defeated by any squad.

Fortress
Ç
Vermin + microline + tower-cap + mechanism + dwarf. There's no place like a vermin infested, stone strewn, deforested, mechanized dwarven home. Most fortresses will be able to repel ambushes, thus the hierarchy. Might be pretty easy to get compared with the lower strength tricks but I don't think it's a major problem.

Catsplosion
cccc
Cat roast + dwarf. You've spent too much time eating turtles and not enough time eating kitten-tallow roasts and now the feline army has grown to menace your FPS. They've all adopted your single most popular dwarf who is also your legendary armourer. Do you risk slaughtering the cats?

Tantrum
∙∙∙∙
Vermin roast + dwarf. "So many purring maggots! Must kill own unsuspecting child in mindless rage!" "Own child killed by own partner! Must knock innocent mayor off bridge and into chasm!" Tantrum spiral destroys fortress.

Legendary dining room
••
See dining room trick. This should maybe be a more powerful trick seeing as it takes 6 cards. Or maybe not, the probabilities are all crazy anyway. I like it being right after tantrum because legendary dining rooms keep tantrums at bay.

Clearfelling
♠♠♠♠
tower-cap roast + dwarf. "But what about the elven accord?" "They won't know we're cutting trees underground, right?" "Oh. Yeah, I suppose you're right."

Artifact

turtle + microline + tower-cap + dwarf + magma. "Wow! A microline earring studded with turtle shell and decorated with hanging rings of tower-cap! Dude, you rock! But why'd you have to claim a magma workshop for this?" "Don't question my methods." No dwarf is truly complete unless they construct a ridiculously expensive knick-knack. Unfortunately the massive boost to fortress wealth often leads to the next trick.

Siege
gggg&
Goblin roast + demon. This isn't just any goblin siege. They brought their demon lawgiver this time, and he's not in a friendly mood. Soon your fortress is drowning in syndromes and burning in fire.

Drawbridge
ÇÇÇÇ drawbridge
Microline + mechanism roast. Oh, snap! You raised your one-tile drawbridge and simply wait for the scary siege to give up and go home.

Flood the world
ÇÇÇÇ
Mechanism roast + magma. Not content to wait out the siege from behind your impervious drawbridge you command Urist pull the lever. That'll teach them. It's customary to shout "Fuck the world!" when playing this trick, manic laughter is optional. This trick is defeated by any demon or dragon meal.

Megaproject
••••
Microline roast + dwarf. You have stone, time, patience and slaves dwarves. Your creation stuns the forums and you are declared winner of DF. You never play again.
« Last Edit: April 21, 2012, 11:04:37 am by DG »
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Darvi

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Re: Dwarf Fortress Cards (reinterpretation of standard deck)
« Reply #3 on: April 22, 2012, 04:49:02 am »

I think that &>D, but that's maybe just me.

Also, Joker=~ because it solves everything.

And clearly ☺>g
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