Nice Games Club – a gamedev podcast!
Sound the alarm, it's the second half of Evil Games Club's latest nefarious reign over the clubhouse! This time, Adia, Dylan and Dale take their misdeeds to new heights with an "Evil Games Jam." Can they invent a playable game and test it in a single episode? What maddening mechanics will be unleashed from these malevolent minds? Take shelter under your headphones and listen if you dare!
Standard deck of 52 playing cards
In this game, the Patrons and the Dealer oppose each other. In the spirit of the prompt, the idea is that the Dealer needs to win against the Patrons, but keep them interested enough to keep playing.
Setting up the game:
GOAL
Patrons want to create more sets of matching 4 cards than the Dealer before the deck runs out. A set = 4 cards of the same number.
Heads up! Here are some important notes:
PLAYER TURNS
On each player's turn, they will take the following steps in order:
(Dealer only) Before you draw cards, move the cards in the discard pool from that round into the discard pile.
1: DRAW CARDS
On their turn, each player takes one of the following actions:
2: SWITCH CARDS
The player may then swap cards from their hand for cards they just drew, maintaining a hand of 5 cards. Patrons can only switch "like for like"—cards of the same color or number. Examples:
The Dealer doesn't have to follow the "like for like" rule. They can switch whatever cards they want. Unfair? Yep! That's the point.
3: DISCARD
The player should now have 5 cards in their hand and 2 cards leftover—either ones that were switched out, or ones that were drawn and not switched. The player must do one of the following before the end of their turn:
MAKING A SET
A set is created when a single player holds 4 cards of the same number in their hand. When a player creates a set, they place all four cards on the table, then draws back up to a 5 card hand.
PLAYING TO WIN
Players take turns, clockwise, until the deck is expended. If the Dealer has made the most 4-card sets by the end of the game, the Dealer wins. If the Patrons have more 4-card sets than the Dealer, the Patrons win!
SHARING INFORMATION
Patrons can share information about their hands with each other by placing their hands face-up on the table. If you do this, know that the Dealer will get to see what's in your hand, too!
That's all the rules that we're allowed to talk about. If you try out the game, let us know what you think!