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I thought about playing cards like Culdcept.
Please play with it.
The rules will be improved in the future.
Please send us your impressions and opinions.

1. Game overview

A camp game with the motif of "Culdcept".
In addition to playing cards, this is a card + board game that uses dice and pieces.
Players use dice to advance pieces on the map and use cards to aim to acquire more territories than other players.
The number of players is 2-3.
10 round system.Play time is about 15 to 20 minutes per game.

2. What to prepare

  • Playing cards: 1 pair
    We recommend playing cards with the Culdcept Saga reservation privilege, but if you don't have them, you can use ordinary playing cards.
    トランプ
  • Dice (hexahedral dice): 1
    We recommend the dies that come with the Culdcept Revolt North American Limited Edition, but if you don't have them, you can use ordinary dice.
    サイコロ
  • Pieces: 2-3 pieces (for the number of players)
    It's OK with small items around you.It's best to have something that makes it easy to identify the player.
    As an example, the photo on the left is a small item sold at a 100-yen shop, and the photo on the right is a crayon for infants.
    駒の例

3. Preparation

  1. Joker is not used, so it is excluded.
  2. Divide the cards by mark (spades, hearts, diamonds, clubs).
  3. Each player chooses a mark of his choice, flips the card over and shuffles it into his deck.
    There is no strength of the mark.
  4. Shuffle the cards of the remaining marks (one of the remaining marks in the case of a two-player game) and arrange them in a circle to create a "field (map)".
    Each card that makes up the map is a "mass (territory)".
    In the case of a two-player game, the cards with the remaining marks are not used and are excluded.
  5. Decide the order of each player.You can decide freely, such as rock-paper-scissors and rolling dice.
    In the case of a three-player game, the first player is decided, and the others are clockwise.
  6. Each player chooses a piece he likes and places it on the map.
    The initial position of the piece is 1st: J (Jack) square, 2nd: Q (Queen) square, 3rd: K (King) square.
    In the case of a two-player game, the 1st place is the Q (Queen) square, and the 2nd place is the K (King) square.
  7. Each player flips 3 cards from his or her deck and uses them as his or her hand.
    You don't have to show your hand to other players.

The game is ready.
トランプカルドのセット

4. Basic behavior

The basic actions in a player's turn are:

  1. Turn one card from the deck and add it to your hand.
  2. Roll the dice and advance the pieces clockwise.
  3. If you have a card in your hand that is stronger than the card in the square that stopped, you can stack that card on the square to make it your territory.
    If you cannot make it your own territory, your turn will end.

5. Card strength

A (ace = 1) is the weakest, cards with large numbers 2 to 10 are stronger, J (= 11), Q (= 12) are stronger, and the strongest card is K (= 13).
However, A can only beat K.

6. Win or lose the game

At the end of 10 rounds (a round in which all players draw cards from the deck), the player with the most territories wins.
If there are two players with the same number of territories, it will be a draw.
トランプカルドの勝敗例

7. Special rules

7-1. Combine cards to make them stronger ("support")

各プレイヤーは「援護」を宣言することにより、A(=1)及び2~10のカードを、2枚の合計が11以内となる組み合わせで使用することができます。

  • Example: 2 + 3 = 5, A + 10 = 11, etc.

It cannot be used in combinations where the total is greater than 11, such as 6 + 7.
Also, if you combine A with support, you cannot beat K.

7-2. Use the card instead of the dice ("Holy Word")

Each player can use A (= 1) and 2-10 instead of the dice by declaring a "Holy Word" and presenting the card before rolling the dice.
For example, you can use 10 cards to advance 10 squares.
You cannot roll dice in rounds using the "Holy Word".
If you can acquire a territory by using the card used as "Holy Word" alone or as a support, you can place it on the square as it is.

  • Example: Use Holy Word 9 to advance 9 squares, use 2 for support, and place it as a card with a strength of 9 + 2 = 11.

If you use "Holy Word" instead of dice and acquire a territory with another card, the card used as "Holy Word" becomes a discard card and is placed in the center of the map.

  • Example: Use Holy Word 3 to advance 3 squares, place K cards, and 3 cards are discards.

7-3. Return your hand to the deck and draw again ("Linkanation")

Before rolling the dice, each player declares "linkation" and tells the number of cards in his hand, so that all his hands are returned to the deck and shuffled, and the same number of cards as the number returned to the deck are drawn again. can do.
Rounds that declare "linkation" cannot declare "Holy Word".
Also, "linkation" can only be declared once per game.

7-4. Exchange cards between territory and hand

Each player can exchange his or her hand for a placed card if he or she stops in a square in his or her territory.
In this case, you may place a card that is weaker than the placed card.

  • Example 1: Collect the placed K and place 5 + 6 as support from your hand.
  • Example 2: Use Holy Ward 6 to stop at your territory 6 squares ahead, collect A + 10 cards, place J, and 6 discard.

That's the rule!

8. Game tips

  • The dice are left to luck.
    Use the "Holy Word" to actively acquire territories that can be acquired.
  • Place as strong a card as possible, such as by using "support" so that the territory is not stolen by other players.
  • One of the strategies is to use strong cards such as Q and K repeatedly by exchanging cards if there is an opportunity.
  • When the number of cards in your hand increases (= when there are no strong cards that can be used), take the plunge and declare "linkation" and try to draw the cards again.

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