The Card Game WAR Object Oriented Programming
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Games & Puzzles Magazine (Series 1 1972
1 GAMES & PUZZLES MAGAZINE (SERIES 1 1972-1981) INDEX Preliminary Notes [DIP] Diplomacy - Don Turnbull 1-10 [DIP] Diplomacy - Alan Calhamer 37-48 G&P included many series, and where a game [DRA] Draughts - 'Will o' the Wisp' 19-30 reference relates to a series, a code in square brackets [FAN] Fantasy Games - 'Warlock' 79-81 is added. [FIG] Figures (Mathematics) - Many authors 19-71 The table below lists the series in alphabetical order [FO] Forum (Reader's letters) 1-81 [GV] Gamesview (Game reviews) 6-81 with the code shown in the left hand column. [GGW] Great Games of the World - David Patrick 6-12 Principal authors are listed together with the first and [GO] Go - Francis Roads 1-12 last issue numbers. Small breaks in publication of a [GO] Go - John Tilley 13-24 series are not noted. Not all codes are required in the [GO] Go - Stuart Dowsey 31-43 body of the index. [GO] Go, annotated game - Francis Roads 69-74 Book reviews were initially included under [MAN] Mancala - Ian Lenox-Smith 26-29 Gamesview, but under Bookview later. To distinguish [MW] Miniature Warfare - John Tunstill 1-6 book reviews from game reviews all are coded as [BV]. [OTC] On the Cards - David Parlett 29-73 [PG] Parade Ground (Wargames) - Nicky Palmer 51-81 References to the Forum series (Reader's letters - [PB] Pieces and Bits - Gyles Brandreth 1-19 Code [FO]) are restricted to letters judged to [PEN] Pentominoes - David Parlett 9-17 contribute relevant information. [PLA] Platform - Authors named in Index 64-71 Where index entries refer consecutively to a particular [PR] Playroom 43-81 game the code is given just once at the end of the [POK] Poker - Henry Fleming 6-12 issue numbers which are not separated by spaces. -
Wrapped Candy Bar Game
Wrapped Candy Bar Game Roll the right number; get a chance to eat the chocolate bar, but hurry before your turns up. Object of the Game: To eat as much of the candy bar as possible before your turn is over. Items Needed: 1 6-sided die; 1 king sized candy bar (such as a Hershey's bar); 1 butter knife; 1 fork; 1 set of gloves; newspaper; tape Preparation: Take the unopened candy bar and heavily wrap it in newspaper, tape it in place with lots of tape so that it's tightly wrapped. Place the wrapped bar in the freezer for at least an hour. When ready place the frozen bar, gloves, knife, and fork on a table or the floor. Have everyone sit in a circle around the items. Directions: Begin by having someone roll the die, if they roll a 1 or 6 they must put on the gloves, grab the knife and fork and try to open the candy bar with only those two items. They cannot use their teeth, hands or any other help. When the next person rolls a 1 or 6 they must remove the gloves and give them to that person who must then try to unwrap the bar. Once the bar is visible the players may try to eat the bar using the tools when it is their turn. Once the bar is completely eaten the game is over. Example: Player one rolls a four, player two rolls a six and puts on the gloves. Player three rolls a three while player two begins to hack at the bar with only the knife and fork. -
My Book of Indoor Games
My Book of Indoor Games Clarence Squareman The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman This eBook is for the use of anyone anywhere at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.net Title: My Book of Indoor Games Author: Clarence Squareman Release Date: July 25, 2004 [eBook #13022] Language: English Character set encoding: ISO-646-US (US-ASCII) ***START OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES*** E-text prepared by Clare Boothby, David Newman, William Flis, and the Project Gutenberg Online Distributed Proofreading Team Note: Project Gutenberg also has an HTML version of this file which includes the original illustrations. See 13022-h.htm or 13022-h.zip: (http://www.gutenberg.net/1/3/0/2/13022/13022-h/13022-h.htm) or (http://www.gutenberg.net/1/3/0/2/13022/13022-h.zip) MY BOOK OF INDOOR GAMES by CLARENCE SQUAREMAN 1916 With Full Page Illustrations from Photographs Loaned by The Chicago Park Commission [Illustration: Cover.] [Plate 1] The publishers gratefully acknowledge their thanks to the Chicago Park Commission for the loan of the photographs of which the half tone illustrations used in this book are copies. INDEX OF INDOOR GAMES Acting Proverbs 37 Acting Rhymes 54 Adventurers 41 All Fours 64 Alphabet Game 84 Animal, Vegetable or Mineral 45 Ants and the Grasshopper 91 Balancing Spoon 114 Band Box (Charade) 29 Beggar My Neighbor 69 Bingo 96 -
101 Card MINDFREAKS
101 MINDFREAKS With Cards !1 of !20 101 MINDFREAKS WITH CARDS INTRODUCTION Card magic is probably the most popular branch of magic in the world. In fact, some magicians specialize in performing this type of magic alone. This booklet has been designed to teach you many of the basic principles associated with card magic. With a little practice and a deck of cards, you’ll soon be destroying your audience with these MINDFREAKS. There are many MINDFREAKS involving the discovery of cards selected by a spectator. These depend on a variety of factors to keep you one ahead of the spectators. Basically there are three ways to discovering a spectator’s chosen card. You can “force” the card on the spectator. Using a force you can make them choose a particular card, then predict it, name it, or produce a duplicate from some place else. You can also merely “locate” the card by its placement in the pack or by looking through the cards as you deal them. You can also “control” the chosen card, by shuffling, cutting or manipulating the cards in your favor. All three methods will be covered in this book, as well as additional effects with a regular deck of cards. We will also go into special gimmicks that can help you including, the “short card”, the “thick” card and the “crimped” card. SELF-WORKING CARD EFFECTS There are many incredible card effects that work without any real skill on the magician’s part. Some effects are based on mathematic principles, others on special arrangements of cards. -
Math Games War for Two Players Addition War Subtraction
Math Games War For Two Players In the basic game there are two players and you use a standard 52 card pack. Cards rank as usual from high to low: A K Q J T 9 8 7 6 5 4 3 2. Suits are ignored in this game. Deal out all the cards, so that each player has 26. Players do not look at their cards, but keep them in a packet face down. The object of the game is to win all the cards. Both players now turn their top card face up and put them on the table. Whoever turned the higher card takes both cards and adds them (face down) to the bottom of their packet. Then both players turn up their next card and so on. If the turned up cards are equal there is a war. The tied cards stay on the table and both players play the next card of their pile face down and then another card faceup. Whoever has the higher of the new faceup cards wins the war and adds all six cards facedown to the bottom of their packet. If the new faceup cards are equal as well, the war continues: each player puts another card facedown and one faceup. The war goes on like this as long as the faceup cards continue to be equal. As soon as they are different the player of the higher card wins all the cards in the war. The game continues until one player has all the cards and wins. -
20 Card Games
20 CARD GAMES LIST OF CONTENTS Whist/Bridge family English Short Whist Oh Hell Hearts Poker Rummy games Rummy Canasta Piquet Five-card family Ecarté Five Hundred Bézique Auction Pinochle Banking games Pontoon Patience games Beleaguered Castle Belle Lucie (Fan) Canfield (UK: Demon) Klondike (UK: Canfield) Miss Milligan Salic Law Spider Sultan ENGLISH SHORT WHIST 4 players 1 pack (52) CARDS Standard 52-card pack, ranking AKQJT98765432. DEAL Thirteen each, one at a time and face down. The last (52nd) card is turned face up to determine a trump suit before being taken up into dealer’s hand. OBJECT Players sitting opposite each other are partners. A rubber is won by the first side to win two games. A game is won by the first side to win 5 points, which may take one or several deals. The object of play is to win a majority of the 13 tricks, i.e., seven or more. A partnership scores 1 point for every trick it takes in excess of six (6 tricks constitute a book; those in excess are called odd tricks). Points are also scored for honours, these being the AKQ and J of trumps. A side scores 4 points for holding four honours or 2 for holding any three, but these are not credited until the hands have been played out, and must therefore be remembered. PLAY The player at dealer’s left leads to the first trick. Others in turn must follow suit if possible, otherwise may trump or renounce ad lib. The trick is won by the highest card of the suit led, or by the highest trump if any are played. -
Beggar My Neighbour
Beggar My Neighbour Beggar My Neighbour is one of the all-time favourite children's card games. It is an exciting game of luck, best played to a time limit. The rules are below: Number of Players: 2 – 6 Age Range: 6+ Cards: For two or three players, one standard deck of cards can be used. Any more than three players will require two decks. Instructions: All the cards are dealt, one by one, around the group, until there are none left. It does not matter if some players have more cards than others. Each player collects his cards in a face-down pile and does not look at them. To start, the person to the left of the dealer places his top card face-up in the centre. Then the game moves around clockwise, with each player adding one card to the central pile until someone turns up an Ace, Knave, Queen or King. The player who turns up one of these cards can then demand payment from the next player: An ace earns four cards A King earns three cards A Queen earns two cards A Knave earns one card These payment cards are each placed on the central pile. If an Ace, King, Queen or Knave is turned up, then the next player to the left has to pay the required amount of cards, and so on. This continues until a payment is complete without Aces or Court Cards. Then, the last player who turned up an Ace or Court Card takes the whole central pile and puts it at the bottom of his own. -
Shuffling Decks with Repeated Card Values
Shuffling Decks With Repeated Card Values by Mark A. Conger A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Mathematics) in The University of Michigan 2007 Doctoral Committee: Assistant Professor Divakar Viswanath, Chair Professor Sergey Fomin Professor John K. Riles Professor Bruce Sagan, Michigan State University c Mark A. Conger All Rights Reserved 2007 ACKNOWLEDGEMENTS This thesis has been more than 16 years in the making, so there are a lot of people to thank. Thanks to my friends and roommates Steve Blair and Paul Greiner, who managed to get me through my first year at Michigan (1990-91). As Steve said to me once, years later, “Together, we made a pretty good graduate student.” Thanks to Prof. Larry Wright at Williams for teaching me about Radix Sort. And thanks to everyone who shared their punch cards and punch card stories with me: John Remmers, Ken Josenhans, Thom Sterling, and Larry Mohr among others. Thanks to Profs. Bill Lenhart at Williams and Phil Hanlon at Michigan who taught me basic enumerative combinatorics, especially how to switch summation signs. Prof. Ollie Beaver taught me how to use confidence intervals, and Martin Hildebrand taught me the Central Limit Theorem. Pam Walpole and Pete Morasca taught me many things I use every day. Most of the programs used to test hypotheses and generate Monte Carlo data were written in C/C++. The thesis was typeset in LATEX using the PSTricks package, with a number of figures written directly in PostScript. Other figures, as well as the glossary and notation pages, were generated from scripts by Perl programs. -
The World's #1 Poker Manual
Poker: A Guaranteed Income for Life [ Next Page ] FRANK R. WALLACE THE WORLD'S #1 POKER MANUAL With nearly $2,000,000 worth of previous editions sold, Frank R. Wallace's POKER, A GUARANTEED INCOME FOR LIFE by using the ADVANCED CONCEPTS OF POKER is the best, the biggest, the most money-generating book about poker ever written. This 100,000-word manual gives you the 120 Advanced Concepts of Poker and shows you step-by- step how to apply these concepts to any level of action. http://www.neo-tech.com/poker/ (1 of 3)9/17/2004 12:12:10 PM Poker: A Guaranteed Income for Life Here are the topics of just twelve of the 120 money-winning Advanced Concepts: ● How to be an honest player who cannot lose at poker. ● How to increase your advantage so greatly that you can break most games at will. ● How to prevent games from breaking up. ● How to extract maximum money from all opponents. ● How to keep losers in the game. ● How to make winners quit. ● How to see unexposed cards without cheating. ● How to beat dishonest players and cheaters. ● How to lie and practice deceit. (Only in poker can you do that and remain a gentleman.) ● How to control the rules. ● How to jack up stakes. ● How to produce sloppy and careless attitudes in opponents. ● How to make good players disintegrate into poor players. http://www.neo-tech.com/poker/ (2 of 3)9/17/2004 12:12:10 PM Poker: A Guaranteed Income for Life ● How to manipulate opponents through distraction and hypnosis. -
Dice and Card Games to Practice Math Facts Card Games
Dice and Card Games to Practice Math Facts Card Games Teaching Addition Math Facts to Kids With Go Fish! This new twist on the old classic Go Fish! helps kids to learn addition by mentally working out simple math problems. Each round played practices math facts for a specific number, making it easy to stick with one set of facts for as long as needed to solidify them in the players’ mind. All that’s needed to play this game is a standard deck of playing cards. It is best enjoyed with 2-4 players. How to Play Go Fish! 1. Sort through the deck to remove all cards that are higher than that featured number for the math game. For example, if the goal is to learn addition facts for the number seven, the game will be played with ones (aces) through sevens. 2. Deal out five cards to each player and place the remaining cards in a draw pile. 3. Have each player look through his or her hand of cards to find any pairs that add up to the featured number and place them face up in their discard pile. For example, if learning addition facts for the number seven, appropriate pairs would be 6+1, 5+2 or 4+3. The 7 card would also be laid aside as a correct solution that doesn’t require a pair. 4. The person to the left of the dealer may now ask any other player for a card that will help create the sum required. If the person asked has the card in his hand, he must give it up to the player that made the request. -
CASINO WAR 1. Definitions the Following Words and Terms, When
CASINO WAR 1. Definitions The following words and terms, when used in the Rules of the Game of Casino War, shall have the following meanings unless the context clearly indicates otherwise: Burn card-- means a card that the dealer removes from the shoe and places face down in the discard rack without revealing its rank to anyone. Initial wager-- means the wager that must be made by a player prior to any cards being dealt in order to participate in the round of play. Original deal-- means the first card that is dealt to each player and the dealer to determine the initial wager in a round of play. Round of play-- or “round” means one complete cycle of play during which each player then playing at the table has placed an initial wager, has been dealt a card, has surrendered or gone to war, if appropriate, and has had his or her wagers paid or collected in accordance with this subchapter. Suit-- means one of the four categories of cards: club, diamond, heart or spade. Tie hand-- means the rank of a player’s card and the rank of the dealer’s card are equal. Tie wager-- means an optional wager, made at the same time as an initial wager or war wager, that the deal on which the tie wager is made will result in a tie hand. War-- or “go to war” means the decision of a player, in accordance with the option offered by Section 8(e), to place a war wager when there is a tie hand on the original deal. -
Beggar My Neighbour
Beggar My Neighbour Beggar My Neighbour is one of the all-time favourite children's card games. It is an exciting game of luck, best played to a time limit. The rules are below: Number of Players: 2 - 6 Age Range: 6+ Cards: For two or three players, one standard deck of cards can be used. Any more than three players will require two decks. Instructions: All the cards are dealt, one by one, around the group, until there are none left. It does not matter if some players have more cards than others. Each player collects his cards in a face-down pile and does not look at them. To start, the person to the left of the dealer places his top card face-up in the centre. Then the game moves around clockwise, with each player adding one card to the central pile until someone turns up an Ace, Jack, Queen or King. The player who turns up one of these cards can then demand payment from the next player: An ace earns four cards A King earns three cards A Queen earns two cards A Jack earns one card These payment cards are each placed on the central pile. If an Ace, King, Queen or Jack is turned up, then the next player to the left has to pay the required amount of cards, and so on. This continues until a payment is complete without Aces or Court Cards. Then, the last player who turned up an Ace or Court Card takes the whole central pile and puts it at the bottom of his own.