Zoomies: a Trick-Taking Game for the Mirror Deck

Hi all! Following up my earlier post about analyzing the unique aspects of the Mirror Deck, I promised a trick-taking game using the deck. Here it is!

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Zoomies

A trick-taking game for the Mirror Deck. You are cats wildly climbing up and down. The player with the most points gets in trouble for breaking the furniture. The player with second-most points at the end of the game wins.


Overview

  • Players: 4

  • Time: 15 Min

  • Age: 8+

About the Mirror Deck

This deck is 54 numbered cards. Each card is numbered 1 through 99, but each two digit number can be reversed. For example, the 53 card is also the 35 card. All the single-digits’ counterparts are multiplied by 10. For example, the 01 card is also the 10 card.


Setting Up the Game

Shuffle the deck and set it to the side of the play area. Remove 2 cards from the deck. They will not be used in this game.


Setting Up Each Round

The game is played over three rounds. At the start of each round, deal cards from the deck to each player’s hand. In the first round, deal 5 cards to each player. In the second and third round, deal 4 cards to each player.


Playing a Round

A round is divided into a set of tricks in which each player takes one turn in clockwise order. The first player of the first trick is chosen at random. 


Playing the Trick

The first player plays any card from their hand to the center of the table and declares which of the two numbers is the one in play. This determines the Goal for the trick

  • If the first player chooses the higher number on their card, then the highest valued card will win the trick.

  • If they chose the lower number on their card, then the rule is that the lowest valued card will win the trick.

Example:

You are the first player. You play 45|54. You decide this card is considered a 45. (The “54” is ignored for the rest of the trick.) Because you chose the lower number, the goal of this trick is to play the lowest valued card.


Each other player then takes their turn for the trick, each playing one card and declaring which of the two numbers on their card they’re using. 

Continuing the example:

The second player plays 19|91, deciding it is 19.

The third player plays 72|27, deciding it is 27.

The fourth player plays 40|04, deciding it is 04.


Note: Regardless of the current goal, each player decides how to use their cards. If for whatever reason they opt to not win a trick by intentionally choosing a suboptimal number, that is their prerogative.


Collecting the Trick

The winner of the trick takes all cards from the center of the table and places them face down in a separate hidden score pile.

Continuing the example:

The fourth player played a 04, the lowest valued number, so they won the trick.


The winner is the first player of the next trick.


Special Cards

Certain cards have only one value. These are 11, 22, 33, 44, 55, 66, 77, 88, and 99. Playing a special card reverses the Goal of the trick. If it’s high, it changes to low. If it’s low, it changes to high. 

Example: You play a 45|54, deciding to use the 54. The goal is to have the highest value card in the trick.

The next player plays a 17|71, deciding to use it as a 71. She currently has the highest value card in the trick.

The third player plays a 22, which now changes the Goal to having the lowest value card in the trick. 

The fourth player plays a 56|65, treating it as a 56.

If you lead the trick with a special card, you decide whether the goal is High or Low.


Game End

In the first round, each player gets 1 point for each trick they’ve collected. In the second round, each player gets 2 points for each trick. In the third round, each player gets 3 points for each trick. The player with the most points is eliminated for breaking the furniture. The player with second-most points wins. 

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Thanks to the Matt and Ainsley in the Game Designers of North Carolina for suggesting the theme and extra little wrinkle for the endgame.

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