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Rules of the card game "Three Kingdoms Kill"

Game goal

The goal of the player's game is determined by the identity card obtained. The winning conditions of each identity are as follows: Master: Destroy all anti-thief spies and pacify the world. Loyal minister: protect the master at all costs, and the conditions for victory are the same as those of the master. Anti-thief: overthrow the master. Mole: Get rid of everyone except yourself and become the last survivor.

Detailed rules

1, draw lots to decide the seats according to the order of playing cards. 2. The introduction of the dark soul character. If there is no dark soul character card, then the player who is the first to go out will not be the first to go out in the next game. In other words, the last drop of blood is protected by the rules. But as long as someone goes out first, or the attacked person attacks him, he is not protected by this rule. When there are only three players left in the competition, after three rounds, everyone in each round will reduce their physical strength at the same time. If they are out together, they will go on to the next round. (Detailed explanation: the last three situations are basically: 1 main 2 anti, 1 main 1 anti 1, 1 main 2, 1 main 1 loyal 1. The remaining masters need to weaken the other two people who have no clear role, strengthen themselves at the same time, and finally help them get rid of the threatening role, while the remaining people can hardly fight against the masters after being weakened continuously. ) Rule purpose: 1) Reduce the delay time of some links in the game; 2) Avoid playing emotional cards and other factors that affect the game; 3) Balance and adjust the role of the mole. ~ Scoring rules ~ Now the new rules in the fourth edition are used, and the scoring form is as follows: The spy scores are as follows: the spy wins: the score =4+ the number of people × 2; Master/loyal minister wins: if you fight with the master, you lose: score = number of players ×1; If he fails against the master, he loses: score = 0; Thief wins: survives: score =1; He is dead. Loyal ministers win: score =4+ number of loyal ministers surviving when winning ×2 anti-thief win: score = 0; Spy wins: score =1; Loyalist wins: score =5+ the number of loyalists who survived when winning ×1; Anti-thief victory: score = 0; The score of anti-theft is as follows: the main/loyal minister wins. The traitor won: score =0. Thieves win: score = the number of thieves who survived when winning ×3. In addition, there are personal bonus points: every 1 traitor or spy killed by the winning master/loyal minister+1 point, and every loyal minister or spy killed by a traitor+1 point. The following are the rules of the extended scoring tournament: the new version of the rules.

* Develop the number of games according to the number of people, take turns to be the master and accumulate points. * Decide on a starting player and take charge from him/her. After the end of a game, record each player's score according to the following table, then hand over the master identity to the next player (the rest of the identities will still be randomly selected from other players), and so on until everyone has been the master once, and the one with the highest score wins. ~ reincarnation rules ~ After the character is out, put the hand of the character and the equipment card, lightning and happiness into the discard pile to show his identity, but the player does not quit the game. Role cards are put into the role card pile for shuffling. Other players can choose to give him a hand as a sacrifice every turn. Each player can only sacrifice once per turn. When the hand of an out-of-game character reaches 4 (4-5-player game: 3), the player immediately reincarnates-mix the unused character cards into a pile, and open the first card with the same nationality as the player from the top of the pile, that is, the reincarnated character (if it is a character from other countries, the first card opened is regarded as its reincarnated role). Put the role card before reincarnation back into the unused role card pile. The reincarnated character's initial physical strength value is 1, and it is regarded as participating in the game after reincarnation. Next time it's his turn, you can act normally. Players are treated the same as other players after reincarnation, but other roles cannot be sacrificed. Because the player's ID card has been turned over, the character is still considered out when judging the winning conditions. Anti-thieves who attack reincarnation will not be rewarded for touching three cards, and masters who attack loyal subjects after reincarnation will not be punished. For example, there are 1 masters, 1 anti-thieves and a reborn anti-thief. If the master attacks the thief at this time, even if there is a reincarnation of the thief on the field, it is still regarded as the master's victory. Players can cycle again and again. If there are no characters of the same nationality in the unused character group, they cannot be reborn (in rare cases). In this case, the player can keep four cards that accept the sacrifice, but can't accept the new sacrifice. Lohan of the Dark Soul: After the loyal minister came out, he became Lohan of the Dark Soul. You can resist a little damage for the possessed player, and the possessed player can't refuse, and you have to give up a hand and the dark soul disappears. Xuanwu: After the anti-thief came out, he became the dark soul of Xuanwu. Xuanwu dark soul possession is to touch a card from a pile of cards, which can be exchanged with a card designated by the dark soul in the possession player at any time, and the dark soul disappears at the same time. You Zhu: After the spy went out, he became the ghost of You Zhu. You can order the possessed player to discard all the cards in his hand at the stage of playing cards, and then draw the same number of cards as the discarded cards from the pile, and at the same time the dark soul disappears. Three Kingdoms Kill 3V3 Rules ◆ Summary 1. This is a variation of the rules of team warfare attached to the core rules of the Three Kingdoms Kill, which is suitable for six-person games or team communication. 2. The two sides are divided into two camps, each with three players, who are equipped with the identities of a coach and two forwards. The goal of the game is to eliminate the coaches of the other camp. Choose the master in the ID card to represent the warm coach and the loyal minister to represent the warm striker. Mole stands for cool and handsome, and anti-thief stands for cool striker. The seating order of both sides is: cool shooter A- cool commander-cool shooter B- warm shooter B- warm commander-warm shooter A (around the table) Step 1: Divide all military commanders into several piles, with 8 military commanders in each pile. Lift your back. Step 2: put the folded military commanders' cards back in their original places, and each coach of the two teams chooses a pile. Step 3: Take out the master and the traitor from the ID card and spread them evenly on the table with their backs up. The coaches of the two teams draw one each. Step 4: Get the warm color ID card of the main card and the cold color ID card of the traitor card. The next round directly rotates the color system. Two military commanders selected by the two teams, *** 16. Evenly spread on the game table, waiting for the coach to choose. Step 5: The warm color department will decide whether the opposing coach chooses the commander first or himself. The cool owner will decide whether the other owner or himself will act first. Step 6: Select the sequence and quantity as 1, 2, 2, 2, 2, 2, 1. Step 7: The military commanders selected by both sides of the competition will be put face up in front of their coaches and displayed in full. Step 8: After all the selections are completed, the coaches of both sides will select three of the eight military commanders and put them in their respective positions of coach and striker in turn, with their backs up. After both parties choose, it will be displayed at the same time. ◆ The game flow is decided by Cool Coach. After the decision is made, four cards are dealt to each character. In the first round, only the coach can act first. 1. Put your ID card face up. When a player's action begins, the identity card in front of him is placed horizontally; At the end of a player's turn, the identity cards in front of everyone are in a horizontal state, so everyone's identity cards are reset. 2. The actions are orderly, and both sides have the opportunity to act alternately. However, if it's one party's turn to act, and all the ID cards in this camp are in a horizontal state, and the ID cards in the other camp are not horizontal, then the right to act will be handed over to the other camp until the situation described by 1 3. The party with the right to act can be chosen by the coach, who will act or be a striker. If the coach is selected to act, the coach will hand over the right to act after completing a round; However, if you choose forward action, you must hand over the right of action after completing all forward rounds respectively. That is to say, if both shooters are not killed, then the rounds of the two shooters will be continued separately, and the ID cards of the two shooters will be placed horizontally. A brief description of the game card (the same as the Three Kingdoms Kill). 4. When multi-skill conflicts occur at the same time, they shall be solved in counterclockwise order. ◆ The variation rule of ordinary card, the target of Na Man invasion is designated as all roles. However, the order of playing cards (killing) is specified by the player who invades from Nanman (clockwise or counterclockwise), and the order of playing cards (flashing) is specified by the player who plays cards with all arrows (clockwise or counterclockwise). However, the order of adding blood is specified by the player who leaves Taoyuan (clockwise or counterclockwise) (the same as the core rules), and the order of picking cards is specified by Wu Fengdeng. ◆ Reward and punish killing any character, you can touch three cards immediately, even if you kill your partner. ◆ Master skills are not used in this rule change. In this mode, the coach's physical strength and physical strength are as high as+1 ◆ about communication. When this rule is implemented as a competitive competition, all language and gesture communication between team members is prohibited.

Summary of judgment

Zhen Ji Luoshen Black can always touch the cards. Ma Chao's fighters hit Xia Houdun's heroic heart. I am not happy. Absent-minded thinking about Shu. The heart is not in the lightning spades. 2~9 red in the eight diagrams palm = flash soldiers, grain is broken, grass is broken, and lightning is not in spades.

Edit this game skill

1, anti-theft is the driving force of the whole game. According to the story, if thieves don't rebel, there will be no Kill of the Three Kingdoms. If the anti-thief doesn't appear, the game will be deadlocked. So at least one anti-thief with strong attack ability should take the initiative to attack his master. If he is about to succeed, other anti-thieves should cooperate with each other and go straight to Huanglong, instead of attacking loyal ministers and easily dispersing their firepower. Don't pretend to be a good person, hide and do nothing, or even attack the anti-thief who attacked his master. If you don't have the ability to cope, you will wait for the opportunity. In this game, one of the biggest advantages of anti-theft is that there are many people. The first and second rounds are the best time for anti-thieves to attack experts. Therefore, we should seize the opportunity and often jump back decisively to gain the support of his associates. 2, loyal ministers should not be the invisible wings of the master. Loyalty and invisibility are equal to self-harm. Loyal officials should quickly identify themselves with actions when they find that their masters are attacked, so as to avoid being accidentally injured by their masters in the early stage of the game. Halfway through the game, before the thief dies, you can't kill another person who has been killing the thief but you think he looks like a spy. In most cases, you will be mistaken for a spy by your master, which will lead to your master's attack. The sooner the thief dies, the more impatient the traitor is, because in the mess of master-loyal minister-traitor, experienced master and loyal minister will not let the traitor win. Leave the task of getting rid of loyal subjects (or maybe you) to spies and be a general of rehabilitation. Mole is the only actor in the play. In the whole game, only the mole must act. Of course, he can only play the role of loyal minister at the beginning of the game. Judging from the number of players in Kill of the Three Kingdoms, the number of loyal ministers is generally small. If the traitor does not regard himself as a loyal minister and tries to protect the Lord, then the chances of winning the anti-thief in the early stage are great. For the mole, the mole just wants to play the loyal minister, which is undoubtedly not a good mole. If you don't want to win, you must strike a balance and help the disadvantaged groups. Loyalty is your greatest threat. When the number of loyal subjects equals the number of anti-thieves, it is the advantage of loyal subjects, and one loyal subject should be eliminated. When the number of loyalists equals the number of anti-thieves, it is an anti-thief advantage, and one anti-thief should be removed. So for the mole, as long as the master is not in danger, loyal subjects are their first threat. And because of the mole's scoring characteristics (if the thief wins, he will live 1 point; The master wins 4+ people *2, and the number loses). Neither the anti-thief nor the anti-thief party will put the spy as the first enemy (wasting fire, killing without reward), so it is better for the spy to jump in and show his position when necessary, as a coordinator, or do nothing, and watch the anti-thief party and the anti-thief party fight each other than die in the disorderly army. In a word, you can't pretend to be a loyal minister from beginning to end. You should be a mole who balances the overall situation. Your goal is to start from scratch and finally kill your master. 4. The owner should be a coward. Master, don't attack indiscriminately. Accidentally injuring loyal ministers will not only destroy the Great Wall, but also be imprisoned (discard cards). What the master has to do is to protect himself and save those who are dying. Of course, saving people is risky and may leave a mole behind. 5, the law of shrinking hands Generally speaking, the player's hands will shrink in number as the game progresses (because of internal friction and blood). Therefore, it is best for anti-thieves not to keep a low profile, and loyal ministers should also try their best to attack after discovering anti-thieves. 6, trapped and killed "three blood" If one side of the camp (including the mole) has Hua Tuo, Xiao Qiao, Diusim, Sima Yi and other strange people to help out, the other side will feel very embarrassed. For example, the director of a bureau was killed by several anti-thieves, but they were all resurrected by the spy Hua Tuo. The story of Deusim, a loyal minister, took advantage of the fatigue of the anti-thief, and repeatedly used deviant means to catch the anti-thief. Therefore, three blood (usually these strange people only have three drops of blood) is like a ghost, and there is nothing to do at that time. In fact, Sanxue has at least two life gates: 1. Less card (because of less blood), 2. You need to play cards before giving orders. Therefore, it is not appropriate to deal with the "three blood" directly by yourself, not to mention raising a tiger as a menace. Instead, we should cooperate with our colleagues, seize their hands, abolish their martial arts and start chopping and killing quickly. Therefore, it is the best policy to subdue the demon first and then kill it, and attack it in groups.