Open jakestiles opened 4 years ago
This idea is interesting, as it makes the game a lot more tricky while easier to manage(higher pace contributed by the mines and lower efficiency from more clues available). I think this variant is beginner-inclined as the mines(which are basically kt) makes the game more difficult for beginners(as the beginners probably haven't mastered the skills and conventions to tackle the tricky situations). However, for advanced players, they will probably develop some sort of conventions to avoid stepping on mines. I already think of one right now:
Defuse Bluff According to the description, the mines are cards that give you strikes or lose you the game, which means they are pretty dangerous. However, it does not change the fact that they are trash cards no matter how many bombs they are granting. Thus, if the focus of a clue is a mine, the next player should blind play their finesse position as known bluff, similar to trash bluff
Unknown Defuse Discharge If the focus of a clue is a mine, and it cannot be proved with blind playing finesse position, the player should instead discharge similar to Unknown Trash Discharge For example: Red 2 is played on stacks Alice clued Cathy red, touching a mine as focus of the clue Normally, when the mine(aka kt) is clued, Bob should blind play their finesse position to show that the clued card is actually a mine. However, blind playing finesse position would mispromise Cathy's mine as r4, and will need a future fix in order to stop the mine from being triggered. Similar if Bob decided to eject. Thus, Bob should discharge to show that Cathy's red card is a mine
Unnecessary Clues and Defuse Clues Normally, when unnecessary clue (e.g. unnecessary double play ejection) is given, it means the cluer intended something more from the unnecessary. However, if the unnecessary clue is focusing on a mine, we will call it as 'Defuse Clue' as the use of the clue is like defusing a mine
The intention of giving a defuse clue is to secure the safety of other players because you will never know when your teammates are doing positional misplays or misplay chop moves on a mine and such urgent/efficient moves are going to cost the entire game, so removing mines from players' hands are important. Thus, a defuse clue is never unnecessary and no one is promised their finesse position is playable no matter whether the defuse clue is necessary to 'get' a card to play
If the mine is clue-to-trigger, then I can also think of ideas for new conventions The Trigger Chop Move by intentionally spending a clue to trigger a mine, a lot of chop moves(idk how many, the community shall decide) should happen as there are always some chop moves that can be done(e.g. tcm, 5cm, mcm) that costs 1 clue and 1 strike(sometimes).
Play-to-Trigger Mines/Bombs. Add [5] cards to the deck that are Mines/Bombs. They are touched by [all clues]. If a Mine/Bomb is played, you get [3] strikes. Obviously there is room for tweaks by changing the items in [brackets].
Or alternate implementation: Touch-to-Trigger Mines/Bombs. Add 10 cards to the deck that are Mines/Bombs, 5 of which are Number Bombs 1 through 5 and 5 of which are Color Bombs Blue through Purple. [Or each bomb could be randomly assigned, so one game you might get a lot of 5-bombs and have trouble 5-saving multiple players]. They are touched by only their printed number or color. If a Mine/Bomb is touched, you get [3] strikes.