Trick or Treat Game 2

Game Overview *The Following Condensed version of the game was summarized by ChatGPT*

The game is a race to complete a 10-card collection of your chosen suit. It blends strategic character selection with random six-sided dice-powered actions.

AspectSummary
ObjectiveBe the first player to collect all 10 numbered cards of your suit (Imp, Bat, Ghost, or Pumpkin).
MaterialsThe 40 numbered Minor Arcana cards form the central Muster Deck. The 16 Court Cards (Prince/Knight/Queen/King) are used only for character drafting. You also use a single D6.
Starting StatePlayers draft one unique Court Card to become their character, which defines their goal suit and unique power. Each player starts with 5 cards in hand and 1 Treat Point (TP).

How a Turn Works (The D6 Roll)

On your turn, you roll the D6, and the number determines what you must do:

RollAction TypeWhat it Does
1 or 6DrawYou get new cards from the Muster Deck. (Roll 6 lets you draw 3, but you must discard 2.)
2 or 3AskYou choose an opponent and ask for 2 (Roll 2) or 3 (Roll 3) specific cards. If they don’t have all the named cards, the request fails, and you only get 1 consolation card.
4FortifyYou discard four cards of the same rank (ex., four Aces) to immediately gain 4 Treat Points.
5StealYou name one specific card (ex., “The 9 of Bats”) from an opponent. If you are right, you take the card and get 2 TP. If you are wrong, your turn ends immediately.

The Key to Winning: Character Powers and Treat Points

Character Powers

The Court Card you draft (Page, Knight, Queen, or King) gives you a unique, scaled power that modifies the D6 actions for your suit:

  • Imps (Action): Powers revolve around getting extra turns or free actions after a successful Steal (Roll 5). They are the most aggressive suit.
  • Bats (Intellect): Powers upgrade your Ask (Roll 2/3) actions, letting you ask for cards by Rank (ex., “all your 5s”) or even by Suit (ex., “all your Ghost cards”), instead of naming specific cards.
  • Ghosts (Emotion): Powers revolve around resource resilience. They gain Treat Points when they fail an Ask or when another player successfully Steals from them.
  • Pumpkins (Material): Powers revolve around controlling the Muster Deck and gaining huge amounts of Treat Points from Draw actions (Roll 1/6) or guaranteeing a Draw by spending TP.

Treat Points (TP)

TP is your hidden weapon. Its primary use is to give you control over the card supply:

  • Currency: You can spend 3 TP to perform a powerful Search action (once per turn) where you swap a card from your hand with any card in the discard pile. This is how you snag that one card you know your opponent got rid of.
  • Tie-Breaker: In the extremely rare event that two players complete their 10-card set at the exact same moment, the player with the most Treat Points wins the game.

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