Homework 5: Remixing Games

Posted: February 17, 2012 in INFR 2330
Tags: , ,
Part 1: Remix of War


War is a simple children’s card game for 2 players. To play the game, players need a standard deck of 52 cards ( no Jokers) and will shuffle the deck, then deal out half to each player. Players will take their decks and put them in a face down stack. Simultaneously, players will flip over the top cards of their decks, where the highest rank of the two cards will win (Ace is high, King, Queen, Jack, 10-2). Winner till take the cards and place them in his/her own discard pile. Though in the event that the cards drawn are equal, a sequence of “war” will happen. This sequence is when players deal the top 3 cards of their decks face down, then draw a fourth new cards from the top of their decks. The higher rank of this sequence will win all cards on the table, including the face down cards. Winner will then place all cards into their discard pile.

The resolution of the game is when a player runs out of cards. Players will keep playing, and once their deck runs out, they will turn over their discard pile to become their new deck. Once a player no longer has enough cards to continue, or complete a full sequence of war, the winner is the one who has the most cards/is still able to continue.

This is a game entirely based on chance. The game is playing itself, while players are simply drawing the cards without any decisions.

Now let’s turn this game into something that involves a bit of decision/risk taking.

I have thought of a new way to play War, to involve some decisions for players to make, so it requires them to use skills/decisions instead of relying on luck.

A deck of 52 playing cards is shuffled and split evenly by dealing out the cards to both players.

In my remixed version, it will also use a standard 52 deck card without Jokers. The deck will be shuffled and split in half to each player. Players will then draw a hand of 5 cards from the top of their own decks. Players will choose one card they wish to play in their hand and put it forward onto the table.

Unlike the original version, this will not be simultaneous. Players will take turns going first, which is where the decisions lay. To determine who goes first, a standard first draw from the top of their decks will determine who plays a hand first at the beginning of the game.

Highest card wins (Ace is high, King, Queen, Jack, 10 down to 2). Winner will take the cards and place them to his/her own discard pile if they are unequaled ranks. Players will then draw 1 card from the top of their decks to make their hands back to a total of 5 cards. In the event of cards being played with the same rank, this will engage a “war.” Players will draw 3 cards from the top of their decks and place them face down then pick a card from the top of their decks. If the player does not have enough cards from the top of their deck, they will shuffle their hand and take the remainder from there. Highest card wins and winner takes all cards and places in their discard pile. Game will continue until one player is out of cards or does not have enough cards for “war.”

Part 2: Remix of Tic Tac Toe


If you don’t know what Tic Tac Toe is then we might have a problem. Possibly one of the easiest games to learn and earliest game you learn about. Regardless here’s a brief overview of the game. A simple 3×3 grid is drawn without borders, players will then take turn to mark down Xs and Os until one of them can make a consecutive 3 in a row, column or diagonal. This is a strategic game, though once you and your opponent learn the strategy to win, it will often end in a tie game.

Who needs skills when you’ve got chance, let’s make it random! 

To make Tic Tac Toe a chance based game, I have added a mechanic to randomize the Xs and Os placed.

Players will set up a 3×3 grid to play with, one side labelled x, the other side labelled y. Players will choose to be an X or an O. Players will either flip a coin or some other means of chance to determine who goes first. Using a regular 6 sided die, players will roll twice, the first being the coordinate for the x axis, and the second being the y axis. 1,2,3 are 1,2,3, and 4,5,6 are 1,2,3. These numbers will represent the tile they will place their marker. In the event that a space rolled is already taken, players will roll again until a space is found with no marker. If there is one space left, player can ignore die roll and place marker on last space. First player to get 3 in a row will win the round.

That’s it! No skill required.

Part 3: Remix of “Race from the Ace”


This game was originally for Homework 2, where it was to create a “race to the end” based game. The game “Race from the Ace” was created by me and my group, Jason Porier and Sascha Maurer.  A simple overview on how the game was played are as follows:

  • Game to be played with 2 or more players
  • One player will be assigned the title of dealer per round
  • Dealer will deal one card to every player, starting on the person on his/her left and dealing to themselves last
  • First player (left of dealer) will look at card and decide to keep their card or to trade it with the person on his/her right
  • This will continue until the dealer, where the dealer can choose to split the deck or to keep his/her card since they cannot trade with anyone
  • If a player has a King, and another player is trying to trade cards with him/her, the player with the King can refuse to trade since it is the highest card, winning the round
  • Once all trades/keeps are done, all players will show their cards simultaneously
  • Player with the lowest card in the round will receive -1 spaces
  • Using a key on the board, it will determine how much players will move that round using the values
  • First one to the end wins!
  • Colors of tiles on the board have powerups, though they will not be listed since they’re not relevant to this post

Gameboard with key for value of cards

This game involves the decision of players and their thoughts on the chances of getting a better card if they choose to trade. At the very base of this game it is a skill based game.

Now let’s make it chance based.

The only real change needed to completely nullify any decisions or skills in playing the game is removing the mechanic of being able to trade/keep cards. In this version, dealers will just deal one card to every player, then everyone will flip their cards simultaneously. Players will then move along the board accordingly. No skills, no decisions.


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