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The MUD we always wanted to play

Double Strike

Double Strike is a card game that has recently began to gain in popularity in the lands of Kivekia and Kyderria. It is not clear where the game started, or even where the cards come from. Traders and merchants seemed to start coming into possession of these small, square pieces of card at about the same time that various people around the world seemed to pick up on or two.

However, what is clear is that there is a mystical nature behind the game itself. It would seem that once two players stand off against each other, one challenging and the other accepting the challenge, they are compelled to present their hand of cards to each other and follow the game through to its resolution.

Here's how the game works (presented mostly from an OOC perspective)...

Basic Mechanics

The game is for two players at a time. No more. No less.

The Appearance Of A Card

When you look at most objects in New Horizons, you are presented with a description of the item, be it a detailed paragraph of text or simply one line of information. When you look at a card, however, you will see information about that card itself. Here is an example:

   Name: Earth golem
    Off:
10
    Def:
25
   Elem:
Earth
   Spec:
None

Every card will have a name, and four traits attached to it. The first two traits are the most important, as they represent the offensive and defensive capability of that card when put against another card. The next trait refers to the card's element, and should be noted since cards of a superior element will gain significant advantage. The final trait represents any special abilities that are possessed by the card. Some abilities are more potent than others, but none should be ignored. Any card can have between zero and six special abilities.

Setting Up A Hand

Before a game of Double Strike, each player must set up a hand of cards for himself. This is done by use of the HAND command, followed by the names of three card objects from the player's inventory. These cards should be referred to like any other object. Remember that to refer to objects, you can abbreviate the name, or use the notation 1.name, 2.name, 3.name to refer to different objects with the same name. Single quotes can be used to enclose object names with multiple words.

So, the following would be a legal use of the HAND command assuming you were holding at least one elemental card and three goblin cards:

HAND 'elemental card' goblin 3.goblin

The three cards are referred to, in order, as the offensive card, the defensive card and the magic card. Exactly how they play against another hand is discussed below.

Challenging An Opponent

To play Double Strike against an opponent you must first challenge them (or be challenged). This is all handled by the CARDS command. The syntax for this command is as follows:

CARDS CHALLENGE <target>
CARDS ACCEPT <target>
CARDS CANCEL

You can only issue a challenge to a player that is present in the same room as you. You must be able to see your target.

You may only have one outstanding challenge at any given time, though you may be challenged by any number of opponents.

If challenged, you may accept by use of CARDS ACCEPT followed by the name of the opponent you accept the challenge from. The opponent must be present in the same room when you accept. It is fine for a challenge to be issued, and for both players to separate into other rooms, and then return to accept the challenge, but the actual challenging and accepting must be done with both players present together. Finally, in order to accept a challenge, both players must have a full hand of cards as set up by the HAND command. The challenge is not revoked if this condition is not met.

A challenging player can use CARDS CANCEL to revoke a challenge at any time between when it is issued and when it is accepted.

If a game of cards is accepted, then both players are compelled to show their hands and play out the game to whatever conclusion results.

Playing The Game

Throughout, Player 1 will refer to the player that issued the challenge, and Player 2 will refer to the player that accepted.

To determine who wins the game, each players Offensive and Defensive cards at pitted against each other. This is done by use of the following:

  • Each player has a primary card and a secondary card. For the player that issued a challenge, the primary card is the Offensive card in his hand. For the other player, the Defensive card is the primary card. For each player his own opposing card is the secondary card. Magic cards are separate and will be discussed later.
  • The primary cards are pitted against each other, as are the secondary cards. The primary conflict is more significant than the secondary.
  • The calculation to resolve the winner is done in the following mathematical steps:
    1. Double both Offensive and Defensive stats of both Primary cards.
    2. Result = Player 1 Primary Offensive - Player 2 Primary Defensive.
    3. Result = Result + Player 2 Primary Offensive - Player 1 Primary Defensive
    4. Result = Result + Player 1 Secondary Offensive - Player 2 Secondary Defensive
    5. Result = Result + Player 2 Secondary Offensive - Player 1 Secondary Defensive
  • If the final Result is positive, then Player 1 wins. If it is negative, then Player 2 wins. If the Result is zero, then the game is drawn.

Outcome Of The Game

Other than the moral victory, the winner of a game gains from their beating their opponent. One of the losers cards chosen at random is removed from their possession and given to the winner. There is no way to hold onto this card. If you lose a game of cards, you will lose one of the cards you played with. In addition, the winner gains a small amount of experience for his trouble.

Complicating Matters

In a simple battle of numbers, cards with high offensive will easily take down cards with lower defence. However, the following can also affect the outcome of the game:

  • While it may not be visible from looking at them, cards have levels like every other object. Use of LORE or IDENTIFY can determine these levels without too much trouble. In any pairing of Offensive and Defensive cards, if one is 50 or more levels greater, it will have its Offensive and Defensive stats doubled. If the level difference is 100 or more, then these stats are tripled (instead of being doubled). This is on top of the natural doubling that occurs during step 1 of the game resolution.
  • In any given pairing, if one card has an elemental advantage over the other, then it has its Offensive and Defensive stats double. Again, this stacks with any other score.
  • The third card in the hand, the magic card, may have one of a number of abilities that could take effect at any time, giving bonuses to cards or causing side effects of certain actions. Note that magical traits on the other two cards have no effect (unless the magical trait on the third card brings them into play). These traits are more than capable of simply breaking the rules of the card game if need be.

Elements

There are six elements that can be possessed by cards. These by no means reflect any natural or metaphysical elements with the game of New Horizons. They are just for the card game. The elements are as follows:

  • Earth
  • Water
  • Fire
  • Wind
  • Sound
  • Holy

The simple system for determining elemental advantage is based on the ordering of the list. Each element has advantage over the element below it, with Holy having advantage over Earth. There are no outright oppositions. Earth beats Water, Water beats Fire, and so on.

Special / Magic Traits

The table below shows most of the magical traits possessed by cards. Others may exist on rare cards found only in the distant reaches of the known world, but you will have to search them out and work out what they do for yourself.

HasteMe Increases the Offensive trait on your Primary and Secondary cards by 50%. Stacks with other effects, except opposing HasteThem.
SlowMe Decreases the Offensive trait on your Primary and Secondary cards by 50%. Stacks with other effects, except opposing SlowThem.
HasteThem Increases the Offensive trait on your opponent's Primary and Secondary cards by 50%. Stacks with other effects, except opposing HasteMe.
SlowThem Decreases the Offensive trait on your opponent's Primary and Secondary cards by 50%. Stacks with other effects, except opposing SlowMe.
OneSidedMajor Reduces the Offensive and Defensive traits of both Secondary cards to zero.
OneSidedMinor Reduces the Offensive and Defensive traits of both Primary cards to zero.
OffSupport Adds the Offensive trait of your Magic card to the Offensive trait of each of your other cards. Stacks with other effects, except Support or any Full Support.
DefSupport Adds the Defensive trait of your Magic card to the Offensive trait of each of your other cards. Stacks with other effects, except Support or any Full Support.
Support Adds the Offensive and Defensive traits of your Magic card to the respective traits of each of your other cards. Stacks with other effects, except other support effects.
FullSupport Adds the Offensive and Defensive traits of each players Magic card to the respective traits of their other cards. Stacks with other effects, except other support effects.
Swapper Swaps the Offensive and Defensive traits of your opponent's Primary card.
SmallVictories The final result is reversed, so the losing player actually wins. If both Magic cards have this ability, they cancel each other out and the game resolves normally.
PartialNull At the end of the game, there is a 50% chance that the game will result in a draw, whatever else happened.
IgnoreElements The effects of elements have no bearing on this game.
FullPower Doubles all Offensive traits on Primary and Secondary cards. Stacks with other effects.
FullPowerMe Doubles the Offensive traits on just your Primary and Secondary cards. Stacks with other effects.
MorePower Doubles the Offensive and Defensive traits on your Primary card. Stacks with other effects.
Cripple Reduces the Offensive trait of your opponent's Secondary card to zero.
Counterspell Removes the effect of all magic traits from both Magic cards.

The Order Of Events

The list below shows approximately what order everything happens in, from the moment a game is accepted through to its conclusion, taking into account every known magical trait. In most cases, the ordering does not matter, but for those who want to try and work out how to win with more than just random chance, there may be some merit in this information...

  1. Game begins with acceptance of a challenge
  2. Counterspell cancels all magic if present
  3. Swapper
  4. FullPower
  5. FullPowerMe
  6. MorePower
  7. Cripple
  8. HasteMe | HasteThem
  9. SlowMe | SlowThem
  10. OneSidedMajor
  11. OneSidedMinor
  12. Test for Level differences
  13. Ignore Elements
  14. Test for Elemental advantages (previous step permitting)
  15. OffSupport & DefSupport | FullSupport | Support
  16. Calculate Final Results
  17. SmallVictories
  18. PartialNull
  19. The results of the game are announced.

Why 'Double Strike'?

The card game needed a name. And since it it based around two pairs of cards being put against each other, with pairs of stats being compared to see who wins, it seemed vaguely suitable...

Where Do I Find Cards

Well, that will be up to you. Some low level cards are undoubtedly going to find their way into towns, and will be available for two a penny. For the cards with the more interesting magic effects though, and the higher stats, you will have to shop further afield. Some have heard rumours that since there is a mystical basis for this game, there is magic out there to create cards from the ether or from existing items or creatures. Such arts are not yet widespread, however, so you are on your own for now...