CalvinCards is a simple, but challenging card game that can be played
with a regular poker deck of 52 cards (without the jokers). It can be
played with as few as 2 players. There is no maximum number of players,
however, you will want to add additional decks if there are many players.
Objective: To win. (This is not as much of a joke as
it seems; read on)
Setup: The deck(s) are shuffled. Each player is dealt
a number of cards equal to the number of people that are playing. For
example, if there are 3 people playing, everyone gets dealt 3 cards.
Each player may look at his/her hand. Cards have point values. The
value of a card is equal to the number on the card, or 10 if it is a face
card, or 1 if it is an Ace. The game is played in turns. The
player to the left of the dealer takes the first turn.
Game play: At the beginning of every turn, every player
gets dealt one card. If there are not enough cards to be dealt to
everyone, no cards are dealt. Afterwards, the current player proposes a
new rule. The rule that is suggested may be any rule at all; here are
some examples:
- Hearts count for double points.
- Sally and I draw 2 cards at the end of this turn.
- I win.
- I may pull a card of my choice from the discard pile into my hand at the
end of this turn, and if this game does not end by 3:30, I win.
This
rule doesn't actually go into effect yet, it is only a proposed rule.
After the rule has been proposed, clear a space in the middle of the play area
for two piles of cards; one pile is said to be "for" the rule, and the other
is "against". Starting with the rule proposer and going clockwise around
the table, people put zero or more cards face down onto either of the
piles. After everyone has voted, the cards in the piles are
revealed. The point values of the cards in each pile are summed, and the
rule goes into effect if the total points in the "for" pile is more than or
equal to the number of points in the "against" pile. After the rule has
(or has not) gone into effect, all the cards on the table are placed face up
into a discard pile next to the deck. Then the next player's turn
begins. Note that the game only ends when a rule is passed that ends it,
such as "I win".
Details:
- The number of cards in someone's hand is free information; if you
are asked how many cards you have in your hand, you must answer truthfully.
- Table talk is permitted at all times.
- If a rule that someone proposes is ambiguous in some way, you may do one
of two things: 1) if you reveal the ambiguity while the person is proposing
it, the proposer may resolve the ambiguity at that time. 2) if you reveal
the ambiguity at any point after the rule has been proposed, you may resolve
the ambiguity yourself. Your interpretation of the rule must make
sense with the entire rule as proposed. For example, if the proposed
rule is "Joe loses his next turn, but he draws an additional card on his
turn after that.", you cannot call the ambiguity that Joe loses (the game!)
on his next turn, because the second clause does not make sense under that
interpretation. (if the proposer had left out that second clause,
though, you could call the ambiguity, and Joe would actually lose the game)
- Because rules pass in the case of a tie, you may suggest a rule but not
put down any cards for it, in which case it will pass so long as nobody
plays any cards against it.
Everything said up until this
point may be altered by rules made during the game; however there are a few
"UberRules" that may not be altered or removed:
- Proposed rules may not have an effect outside the duration and context
of the game itself. For example, you can't propose rules like "I win
every game of CalvinCards that I ever play".
- No proposed rule may obtain "UberRule" status. That is, every rule that
is proposed can be changed, removed, or averted by future rules.
- (optional) No rule may be proposed that makes it possible for the game
to end in any other way than exactly one person winning. This is really only
necessary if you're playing seriously, or keeping track of wins, etc. It
also prevents silly rules like "Everyone wins!"
Example Rules: Here is a short list of rule ideas to get
you started. If you come up with good ones, let me know, and I'll put them in.
Some will really help you win, some are just plain silly, and the others are
somewhere between.
- "I draw an extra card during every draw phase." This one is
often underestimated by very new players. If you can get this rule passed
while keeping some cards in your hand, you've practically won the game.
- "Cards in a straight are worth X times their original value, where X
is the number of cards in the straight" Only do this if you are pretty
sure that you have the largest straight. Most people don't realize how large
the point values can get with such a rule. With a simple Jack-Queen-King,
you have 90 points!
- "At the beginning of each turn, if I have fewer than 7 cards, I may
draw cards until I have 7." This is another commonly underestimated
rule. If you pass this rule, you can play all of your cards every turn and
get them back right away. Use this to deal with other people as they are
making their rules.
- ". . . and the next turn is mine." This works best if you have
a little rule that you think nobody cares about.
- "At any time, I may use the discard pile as a bank; By putting any
number of cards totaling X points into the discard pile, I may pull X points
worth of cards into my hand." This one does nothing special when there
are no other rules in play. However, if someone passes a rule like "all
hearts are worth double", you may exchange your cards for hearts. Or perhaps
someone passes "Each turn, every player must discard a card of their choice
from their hand." Then you can trade for an ace and discard that card each
time. Or even if someone says "every player must discard down to 6 cards if
they have more than 6 cards," you can trade for high point value cards.
- "Rules are not passed on highest value. Instead, a rule passes if
and only if the "for" pile is closer to 10 points than the "against"
pile." Go for this rule if your cards are bad. Also, if people haven't
seen this rule before, they may not fully understand how it affects the
game.
Strategy/Notes: The information in
this section is very lose and informal. It's mostly just my ramblings
about this game. I'd love to hear from you if you have thoughts or
suggestions. You can email me; heck, if I think it's insightful, I'll even put
it in here and give you credit. Well, on with the ramblings.
- The fact that your opponents don't know what you played is very
important; if you suggest a strong rule in your favor, they will probably
play enough points to shoot down your rule in the worst possible case.
One good way to pull lots of points out of opponents' hands is to put down 3
aces, and say I win. They will probably play more than 30 points to
counter. Of course, as always with bluffing, try actually playing 30
points in 3 cards; this has been known to work also.
- In two player CalvinCards, bluffing is just about the most important
thing. The majority of rules that you both make will be "I win".
You can do well by suggesting weaker rules, though. You can often get
away with a lesser rule, like "All of your cards are always worth 2
points". Needless to say, you will almost certainly win if you pass
such a rule. Many people, myself included, find CalvinCards much more
amusing with more than two players.
- If someone throws down all their cards for a rule, you may want to let
it pass, and try to revoke it on the next turn: since he spent all his cards
on passing the rule, he won't have much to prevent it from being revoked.
- Usually, people make some sort of reshuffle rule, putting the discard
pile back into the deck. Since there is no restriction on how many
different rules there are in your proposal, it's very simple to tack a
reshuffle rule onto whatever other rule(s) you were going to propose.
- If you are losing, suggest rules that benefit people randomly, like
"aces are worth 40 points." If you are winning, suggest rules that remove
randomness, like "all cards are worth 1 point."
- In CalvinCards with more than 2 players, diplomacy is, probably, the
most important aspect. Make rules that help other people in addition
to yourself. When other people are proposing rules, say things like
"I'll vote for that rule, if you put in the clause that ..." When
possible, make rules that don't explicitly benefit you. For example,
if you have a few pairs of the same card, suggest that pairs of cards played
together count for double points. You might try not putting down any
cards for such a rule; people might not vote against it if they believe that
you just made something up because you couldn't think of anything better.
- When creating rules, it is important to make them sound more innocuous
than they really are. Take a look at some of the example rule
proposals in the next section; some of them are very commonly
underestimated.
- On a less formal note, many people really don't like CalvinCards
much. They tend to see their turn as a burden, that now they have to
think of something to propose. I'd like to say that these are the same
people that just don't like to think and imagine in general, but that is
probably too hasty an assumption.
- One of my favorite things about CalvinCards is that when looking back at
games, I don't really remember who won, but I do remember the rules and the
confusion and the fun. Don't be afraid to suggest rules that that are
needlessly complex or just plain odd. If you come up with something
that really turns the game upside-down, you will more likely be remembered
than the person who ended up winning.
This game is a product of the deranged mind of Phil Schanely. Please feel free to direct
your comments, questions, and suggestions in his direction.