Peace
Peace is a card game of wit, strategy, and just plain
luck, building on the basic principles of War.
Here I've copied and formatted the 12/10/2018
rules, written by an old friend from school.
Quick Rundown -
- Players
- 4-8 is recommended, but the game can be played with 3. No upper limit on
players.
- Time
- around 30 minutes to over a hour, depending on how many decks and players.
- Age rating
- recommended for 10+, but no age limit.
- Materials needed
- 1-2 decks of cards, friends, and whoever you can get to play the game. (see
player recommendations)
- Premise
- A game that takes War’s luck and transforms it into a mixture of luck and
skill. Can be confusing at first, but easy to learn after a few games. Hard to
master, however. Different strategies depending on those who want to pick
short-term opportunities, or long-term plans. Incorporates a balance of luck and
skill.
Rules -
SETUP:
Decide on how many decks. For 3-4, it’s recommended to use
only one deck, but especially for larger groups, two or more may be
needed. More decks will result in a longer playtime, but also more
variety.
Then -
-
Shuffle the cards.
- Dealer (can be whoever) gives each player 3 cards.
Players CANNOT look at these cards, they must be face down in front
of them. The area where the cards are placed is referred to the
“battle zone.”
- Dealer sets remaining cards in a stacked pile in the
center.
- All players immediately flip over two cards. (and only
two cards.)
- Starting with the dealer, and going clockwise (or
counterclockwise, does not matter.), each player takes a turn.
-
A player may choose 3 (2) options - attack, flip, or
pass.
- Note that if a player already has 3 cards flipped
over, they cannot flip over any more cards.
- To attack another card, the player must select their
card of choosing and attack a different, FLIPPED OVER, card of a
different player.
- Higher cards (in the order A, K, Q, J, 10 through
2) beat lower cards. ACES ARE THE HIGHEST, BUT CAN BE DEFEATED
BY 4 AND LOWER.
- If the player wins the engagement, then they take that
card and put it into another, personal pile. This will now be
referred to the “reinforcement deck.”
-
If the player decides to tie, then the two players take
one card from the main pile in the center, or if that has ran out,
their replacement deck, and flip it over. Same rules apply as if
attacking.
- Repeat until a player wins.
-
Winner takes all cards.
- After attacking, the winning player gets to keep their
card (and it stays flipped over in the “battle zone”)
-
If the player attacks a LOWER value card, they
automatically lose.
- The other player keeps the attacker’s card, and
puts it into their reinforcement pile.
- If the defender loses the engagement, they will take
one card from main deck, or if that has ran out, their reinforcement
deck, and flip it over to replace the lost card.
-
If a player flips, they flip over a card in their
battle zone.
- Player cannot flip if they have all 3 cards already
flipped over.
- If a player passes, they give up their turn.
-
After the main pile in the center is depleted, players
take from their reinforcement deck. Depending on the game, players
may have multiple reinforcement deck. (example first main pile ->
reinforcement deck -> reinforcement deck -> casualty deck) (note
that you can only have one reinforcement deck at a time.)
-
After the main deck is depleted, any card a player wins
or loses goes into the casualty pile. THIS PILE CANNOT BE DRAWN
FROM. Players can still draw from their reinforcement deck.
-
The winner is the person who lasts the longest. The
goal is to be the last one standing.
Tips / advice.
- Sometimes it is better to pass than take action, to get
an idea of what other players are doing.
-
It is strongly encouraged to make alliances (and break
them.)
- However, in lower player games (3-4), alliances are
often especially unreliable, and may not happen at all.
-
In 4+ player games, expect many alliances. It is
best to ally yourself with whoever you think has the best
deck/best chance of winning.
-
Don’t be afraid to betray your alliance - be afraid
of the consequences, however.
- Remember, cards you ‘kill’ at the start of the game
will go into your reinforcement deck, where you will play them next.
Don’t pick up cards you think you won’t need.
-
In reality, while it may seem as if aces are the best
card, it is really kings. They cannot be defeated by anything lower
than an ace, and you can realistically only hope to tie them.
- If you are in a 3-4 player game, you might consider
making kings suspect to the ace rule, where cards that are 4 and
lower can defeat them.
- Sometimes it is better to attack with a lower value
card, to either give the enemy a bad card, or to replace it with a
better one. Just be aware of your card count!
-
Remember, this is a war of stamina - you want to watch
your card count and make sure it doesn’t deplete. That being said,
don’t be afraid to take risks - like causing a tie. The rewards can
be many cards added to your pile.
-
Add your own rules to the game! Especially if you think
it would make the game more fun.
- For example, an idea of using resources was
originally thought of, but it was decided it would make the game
too complex. Same for using both the card type and card value
versus using the card value.