Video game with elements of quest and tabletop card game QPOP.

Hi everybody! 
Let us introduce you a new video game with elements of quest and a tabletop card game QPOP. 

We need your opinion and support to finalize the projects. 

You will battle with invaders of the Quite planet of orange people and go through different quests. 

You may play with colorful comfy cards in a company of 2 to 6 people. There are just 3 main rules in the game.

Digital HUG,
Alex Rybalkin and Master Magic (&rew).

QPOP is best for 2-6 people playing as individuals against each other. 

A 37 card pack, the cards in each colour ranking from high to low: ace, king, queen, jack, 10, 9, 8, 7, 6 + jocker.  

This game has a winner and a loser. At the start, each player is dealt five cards, which are played in a series of bouts of attack and defence. When a player's hand is reduced to fewer than five cards it is replenished from the talon of undealt cards. After the talon is exhausted, there is no more replenishment and the aim is to get rid of all the cards from your hand. The last player left holding cards is the loser. The first player who gets rid of all the cards is the winner and owns 1 of 4 houses. 

The play 
Attack and Defence 
The play consists of a series of bouts. During each bout there is an attacker (who may be helped by other players) and a defender (who defends alone). The attacker becomes a player who gets the smallest trump amongst others. The attacker begins by playing any card from hand face up on the table in front of the defender in a clockwise manner. To beat off the attack the defender will have to beat this and all subsequent attacking cards. A card which is not a trump can be beaten by playing a higher card of the same colour, or by any trump. A trump card can only be beaten by playing a higher trump. A trump definition belongs to colour of cards. Note that a non-trump attack can always be beaten by a trump, even if the defender also holds cards in the colour of the attack card - there is no requirement to "follow the colour".

Alternatively, if the defender cannot or does not wish to beat off the attack, the defender simply picks up the attack card, which then becomes part of the defender's hand; in this case the attack has succeeded. 

If the defender beats the first attack card, the attacker can continue the attack by playing another card. If the defender beats this second attack card too, the attack can be continued with further cards, subject to the following conditions:

  • each new attack card must be of the same rank as some card already played during the current bout - either an attack card or a card played by the defender; 
  • the total number of cards played by the attackers during a bout must never exceed five; 
  • if the defender had fewer than five cards before the bout, the number of cards played by the attackers must not be more than the number of cards in the defender's hand. 

The attack cards are placed separately face up in front of the defender, and each card played by the defender is placed face up on top of the card it is beating, slightly offset so that the values of all cards can be seen. 

The defender succeeds in beating off the whole attack if either: 

  • the defender has beaten all the attack cards played so far, and none of the defender's opponents is able and willing to continue the attack; 
  • the defender succeeds in beating six attacking cards;
  • the the defender (having begun the defence holding fewer than six cards) has no cards left in hand, all the defender's cards having been used to beat attack cards. 

When an attack is beaten off, all the cards played during the bout (the attacking cards and the defender's cards) are thrown face down on a discard heap and are not used again during the play of this deal. The defender becomes the attacker for the next bout, and the player to the new attacker's left is the new defender. 

The player who begins the attack is the principal attacker, but other opponents of the defender can join in the attack if they have suitable cards to attack with. The principal attacker always has priority - the others can only join in with permission. For instance, the principal attacker can say "Wait, I am playing" or "Go ahead", or even ask the others questions such as whether they have a trump to attack with, and if not continue the attack himself. The second and third attackers are players from the rigth and left hands from the principal attacker. So, only the players sitting next to the defender on either side are allowed to take part in an attack. 

The defender always defends alone. 

If at any stage, the defender is unable to or does not wish to beat one of the attack cards, the defender must pick up all the cards played during the bout - both the attacking cards and the cards used to beat them. All these cards become part of the defender's hand. In addition, the players who were entitled to take part in the attack can give to the defender (face up) any further cards which they could legally have played if the attack had continued. These extra cards must also be added to the defender's hand. The bout is then over. Since the attack has succeeded, the defender does not get a turn to attack. The next attacker is the player to the left of the unsuccessful defender, and the new defender is the player to the left of the new attacker as usual. 

According to conditions (ii) and (iii) mentioned above, the total number of cards played by the attackers is limited to 5, or to the number of cards in the defender's hand, whichever is less. The principal attacker has priority, followed by the other attackers in clockwise order. If the attackers play too many cards, the defender can choose which cards to beat or pick up, giving the remainder back to the attackers. The same applies if after the defender picks up, the attackers give too many additional cards: the defender only accepts 5 attack cards in total (including any beaten cards); the remainder are given back to the attackers. 

In practice an attacker may play several cards at once, provided that all are legal. For example an attacker might begin by playing two sixes, rather than playing one six, waiting for it to be beaten or picked up, and then producing the other six. There is no real point in doing playing more than one card at a time, except to speed up the game; the same cards could equally well be played singly. In fact, attacking with more than one card gives the defender the advantage of seeing more of the attack before deciding whether and how to try to beat the cards.


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