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| ============================================================ | |
| CORVO | |
| ============================================================ | |
| /this is a work in progress/ | |
| A strategic 2-player card game combining tactical hand | |
| building and combination-based shedding. | |
| Required Materials: | |
| - Standard 52-card deck | |
| - Paper and pencil for scoring | |
| - Optional: doubling cube | |
| Overview: | |
| - Phase 1: Hand-building phase where players play tricks | |
| to sculpt their final Phase 2 hands. | |
| - Phase 2: Climbing/shedding phase where players play | |
| combinations to shed cards. Winner is the first to shed | |
| all of their cards. | |
| ============================================================ | |
| Phase 0 - The deal | |
| ============================================================ | |
| Players shuffle and cut and then burn two cards from the | |
| deck before dealing out 13 cards to each player. The | |
| remaining 24 cards are put between the players. | |
| ============================================================ | |
| Phase 1 – Hand Building | |
| ============================================================ | |
| 1. Reveal the top card to set the trump suit. | |
| 2. Players alternate playing one card per trick. Highest card | |
| of the led suit or trump wins, following standard | |
| trick-taking rules. | |
| 3. Winner of the trick chooses one card to take into their | |
| hand: | |
| a) the revealed trump card | |
| b) one of the two cards played in the trick | |
| c) the blind top card of the draw pile | |
| 4. Loser then takes one of the remaining options into hand. | |
| 5. The unchosen cards are removed from the game. If neither | |
| player chooses the blind top card, it is kept face-down | |
| when removed from play. | |
| 6. Repeat until all 24 of the draw cards are exhausted. | |
| 7. Player winning the most Phase 1 tricks starts Phase 2. | |
| If there was a tie, then the last trick determines the | |
| Phase 2 start player. | |
| ============================================================ | |
| Phase 2 – Climbing / Shedding Play | |
| ============================================================ | |
| 1. Players alternate turns playing legal combinations | |
| from their 13-card Phase 2 hand. | |
| 2. Legal combinations: | |
| - Single: any one card | |
| - Pair: two cards of equal rank | |
| - Triple: three cards of equal rank | |
| - Five-card poker hands: | |
| * Straight (any 5 consecutive ranks) | |
| * Flush (any 5 cards of same suit) | |
| * Full House (3 + 2 of same rank) | |
| * Straight Flush (consecutive 5 of same suit) | |
| A 4-of-a-kind bomb can be played in response to, and beats, | |
| any of the combinations above. | |
| 3. Determining a winning combo: | |
| - Combos must match the type of the previous play, or | |
| beat a previous 5-card poker hand with a higher | |
| hand type. | |
| - When comparing same type: | |
| * Higher rank beats lower rank | |
| * If ranks tie, suit rank determines winner: | |
| Spades > Hearts > Diamonds > Clubs | |
| 4. Turn continues until a player cannot or chooses not | |
| to play a higher combination. The player who played | |
| the last combination leads the next turn. | |
| The player who sheds all of their cards first wins the | |
| round, and calculates their round score. | |
| ============================================================ | |
| Round Scoring | |
| ============================================================ | |
| The round winner scores the number of cards left in the | |
| opponent's hand. | |
| ============================================================ | |
| Variant – Doubling Cube | |
| ============================================================ | |
| - Cube ownership: initially given to the player who wins | |
| the most tricks in Phase 1. | |
| - Cube starts at value 1; cube owner may propose a double | |
| **before playing a combination on their turn**. | |
| - Opponent may accept or decline: | |
| * Accept: game continues at doubled value; cube ownership | |
| switches to the opponent. | |
| * Decline: opponent immediately loses at current cube | |
| value multiplier. | |
| - Leftover cards × cube value determines points if this | |
| variant is used. | |
| ============================================================ | |
| Rationale | |
| ============================================================ | |
| Corvo was designed to combine the strategic strengths | |
| of Big Two and German Whist: | |
| - German Whist contributed Phase 1 hand-building, trick | |
| play, and partial information tension. German Whist's | |
| downside is that, by itself, it is a straightforward | |
| trick-taking game with limited scoring depth. Phase 2 | |
| of Corvo solves this by introducing Big Two–style | |
| combination play, allowing players to make multi-card | |
| strategic plays and shed cards in meaningful ways, | |
| creating richer tactical decisions and a more engaging | |
| scoring dynamic. I'm burning two cards before hands are | |
| dealt to add some hidden information to an otherwise | |
| perfect information GW mode. Phase 1 could still be | |
| PI if none of the face down cards are taken or if every | |
| face down card is eventually played in the trick phase. | |
| This is not likely to happen very often in practice. | |
| - Big Two contributed Phase 2 combination climbing play; | |
| in 2-player Big Two, strategic tension is lost because | |
| using 26-card hands would give perfect information, | |
| while smaller hands reduce gradual revelation. Phase 1 | |
| of Corvo solves both problems by letting players | |
| sculpt their Phase 2 hands through trick play with | |
| partial information, preserving uncertainty and | |
| enabling gradual hand revelation. | |
| - By focusing scoring on leftover opponent cards, the | |
| game simplifies scoring. My hope is that | |
| the game is engaging enough to motivate two great | |
| friends or family members to play matches up to | |
| 1M points! | |
| - The doubling cube is optional for now, but I hope it | |
| adds a strategic meta-layer, rewarding skillful | |
| judgment on when to escalate stakes. | |
| - The game is named Corvo after Baron Corvo (aka | |
| Frederick Rolfe), whose life inspired the two-phase | |
| structure. He frequently cultivated intimate | |
| relationships (i.e. Phase 1), only to later burn those | |
| relationships to the ground through scandal and betrayal | |
| (i.e. Phase 2). See AJA Symons' biography, The | |
| Quest for Corvo, which explores these aspects of his | |
| life in exquisite depth. |
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