I am currently taking this course. It is offered by the NYU Game Center. Teacher: Kevin Cancienne.
15th February 2011
King Lear by Chris Dugan, Armand Silvani, Eszter Ozsvald, and Nolan Filter
assignment: develop an asymmetrical card game
Abstract
King Lear is a three player card game of simultaneous cooperation and competition. The game centers around forming specific card pairs in piles shared between neighboring players. The catch? The scores from these piles count for both of the adjacent players, resulting in a strategic sequence of shifting alliances.
Need:
- 3 Players.
- 44 Cards [Ace-10 and King of each suit].
- Optional: The King Lear Ultima Game Arena, which looks something like the diagram below.
Set-up:
- The Kings are shuffled. One is placed between each pair of players on a King Space. The fourth King is initially left out of play.
- From the (40) card deck, (4) cards are dealt to each player. The deck is then placed in the middle Deck Space.
- The player between like colored Kings goes first. Turns are taken in a clockwise order.
The following diagram shows the initial set-up of the game:

Rules:
- On a turn, a player can:
a. Play a first card in any empty pile. Then draw (1) card from the deck.
b. Play a second card on any occupied pile, only if:
The two cards add up to (11), which Banks the pile, or
The two cards add up to (13), which Breaks the pile.
Then draw (1) card from the deck.
c. Switch the card(s) in the piles adjacent to them.
d. Pass.
- When a pile is Banked [i.e. a pair of (11) is made], only cards matching the pile’s King(s) in suit are scored. These scored cards are placed face up behind their pile. The remaining cards, which don’t match the King(s) are discarded.
- The first time a player Banks a pile, the fourth King enters play next to that pile in the second King Space. On all subsequent Banks, the player responsible must move a King from the pile with two Kings to the pile on which they Banked. If a pile with two Kings is Banked on, no King movement occurs.
- When a player Breaks a pile [i.e. a pair of (13) is made], both cards in the pile are discarded, even if they match their King(s)’ suit.
The game ends when:
a. All player hands have been depleted, or
b. A full circle of passes has been made.
At the end of the game, players add the scored cards from both of their adjacent piles. The player with the highest cumulative score wins.

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25th January 2011
Assignment: Modification of an existing game: Match pennies.
The basic game is played between two person with two coins. Each turn they have to pick one side of the coin and show it at the same time. One of the player scores if both of the sides are the same, the other player wins if the sides (head-head, tail-tail) are different (tail-head). The game is broken in a sense that there is not much of strategy going on; not much of choice to pick from and hard to get better.
abstract of our proposal:

While your teammate’s coins are always hidden, the opposing team’s coins are always in sight. Each round a player must chose between completing his or her team’s pairs as quickly as possible, or messing up their opponent’s pennies and hoping they don’t catch on. Very often exposing your hand to your partner or making a trade that will seal your pair means playing into your opponent’s hands and putting the round in jeopardy. It’s common for the teams to pass in and out of a perfect match more than once a round, before they’ve caught on to what their partner has in each ring of coins. It pays to watch what coins your opponents trade you, as they always know how close you and your partner are to reaching a perfect two pair, even when you’ve lost track of the all pennies moving around in circles.