FREE VERSION
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FREE VERSION
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Introduction:
The survey is finished, and it
turns out that there are 17 intelligent races in the galaxy. The only thing they have in
common is that they all play Euchre. It has been decided, therefore, to have a great
Galactic Euchre tournament. Which race reigns supreme?
Doctor Doug's Gigarrific
Cosmic Euchre is played like regular euchre (with the stick-the-dealer rule) The
difference is that each player gets randomly assigned an alien race. Their race determines
which alien power they get to use in the game. (I got the idea from an old game I had as a
kid called Cosmic Encounter, and similar ideas occur in other games)
I have fantasies of getting an artist to design a deck, and then selling them, thus making a living. But instead I've created a way you can play completely free with a regular deck of cards. If you ARE an artist who wants to work on this project, I'd go 50 - 50 on the profits, and we can drive matching Teslas, relax in neighboring vacation homes, and race our Throat-Warbler Mangroves. Seriously now, I hope you enjoy this game.
(This game does assume a knowledge of regular Euchre. Click here for the rules to
regular euchre, presented Doug-style.)
Clarifications:
One complete game of
Euchre consists of a series of hands, and each hand consists of a series of
tricks. Each hand starts with each player getting five cards, and the
remaining four are called the kitty. Unless otherwise specified by an alien
power card, after everyone looks at their cards, the top card of the kitty is turned up.
Each player should get the
opportunity to use his or her power at the appropriate time. So, if Alice is about to lead, and Bob gets to use his
power immediately before the first card is led, Alice should ask Bob if
he wants to use his power before she leads.
Some powers are
optional, meaning that the player can decide when, or even if, to use them.
Others are mandatory and must be used, even if the player doesnt like
the idea. If there are disputes about the timing of powers, read the power
descriptions carefully. If there is still a dispute, resolve it in such a way that
each player gets a chance to use his or her power fairly.
Selecting the races:
The races can be selected
using the unused cards from the deck. Shuffle the 2-8 of hearts, the 2-8 of diamonds, the two jokers, and that one extra advertising card. Give one to each player.
DIAMONDS |
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HEARTS |
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2: Abolitionist |
power to create equality |
2: Polevault |
power to raise bar |
3: Anarchist |
power of freedom |
3: Rat |
power to abandon ship |
4: Chameleon |
power to change |
4: Reciprocal |
power to
invert |
5: Gordon |
power to audit |
5: Teflon |
power of non-stick |
6: Human |
power of natural selection |
6: Thief |
power to steal |
7: Mysterio |
power to create suspense |
7: Tivo |
power to replay |
8: Negator |
power to deny |
8: Victim |
power to evoke sympathy |
Joker1: Pitboss |
power to set the stakes |
Joker2: Wagerer |
power to gamble |
Other: Whiner |
power to complain |
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The Alien Powers:
Each alien race has a unique power that gives its members an
advantage when they play Euchre. When you have determined the players' races, click
on the relevant picture.
Abolitionist
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You have
the power to create equality Optional power
When the top-card of the kitty is turned down, and you would ordinarily get to call a
suit, you are free to call No Trump. In this case, there is no trump suit; all
suits are treated equally.
History
The Abolitionists were able to use a combination of force and diplomacy to free all the
slaves on their home planet. They believe that all people are created equal in all
respects, except for Euchre ability. On this issue they believe their superiority is
clear, and seek to prove it in Galactic competition |
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Anarchist
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You have the power of freedom Mandatory power
When you are the dealer, you look at the kitty and select which card to turn up. You do
this before you look at your hand. If the Human is playing, you first select the top card,
and then turn it up after he has used his power.
History
The Anarchist race is one of low fertility, and the Anarchists planet is one of
large abundance. With such abundance, rules and governments never formed. The Anarchists
seek to demonstrate by their Galactic triumph that they are not needed. |
Chameleon
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You have the power
of change Optional Power
If nobody has picks up the up-card, and your partner calls a trump-suit, you are allowed
to immediately change the trump suit to any of the other three (including the suit of the
rejected up-card).
History
Living on a planet where everybody was judged by the color of their skin, the Chameleons
were able to use their shape-shifting ability to blend in with whomever they chose. When
it comes to Euchre on a galactic scale, they no longer wish to blend in, they wish to
stand out as clearly the best. |
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Gordon
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You have the power
to audit Optional Power
When you are the dealer, after the top card is turned up but before you look at your hand,
you may look at the hand of one other person.
History
The Gordons' home planet used to be host to a variety of guilds. The accountant guild
was marked by a high degree of fertility, eventually choking out all other professions.
The Gordons now seek to use Euchre as a metric to confirm the
greatness of accountancy. |
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Human
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You have the power
of natural selection Mandatory
Power
When one of your opponents is dealing, you get six cards instead of five. You select one
card, and put it on the bottom of the kitty before the top is turned up.
History
In the distant past, the Human planet was bombarded by a large amount of solar radiation,
causing a large degree of spontaneous mutation. The fittest survived, and now the
enterprising Humans wish to adapt their Euchre playing to success on a galactic scale.
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Mysterio
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You have the power
to create suspense Optional Power
During any trick in which you do not have the lead, you may play your card face down
instead of face up. Your card is only revealed after the others are
History
The first mass-produced book on the Mysterio home planet was a tale of suspense. Rather
than develop other genres, the Mysterios continued to refine the one, and are hoping to
keep all other races guessing to the very end. |
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Negator
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You have the power
to deny Optional Power
When your partner says, "Pick it up," you are allowed to say, "no."
Play continues as if your partner had passed.
History
The Negator civilization was almost ruined by free-spirited leaders who would justify
decisions by saying, It seemed like a good idea at the time. They survived by
learning to say no, and will say it as often as they like, especially to the
notion of losing the Galactic Euchre title. |
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Pitboss
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You have the power
to set the stakes Optional Power
When you are the dealer, before you deal the cards you can set the stakes to normal (1 pt
for making, 2 pts for setting or getting 5 tricks, 4 pts for going alone), double (2 pts,
4 pts, 8 pts), or half (1/2 pt, 1 pt, 2 pts). Your decision lasts until you are the dealer
again.
History
Religion never developed on the Pitboss home planet, forcing casinos to fill the void. The
Pitboss caste maintains dominance over the Wagerer caste by controlling the possible
payouts. They hope to continue to exert their control in their quest for Euchre Dominance
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Polevault
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You
have the power to raise the bar Optional
Power
Once per game, between hands, you may permanently change the amount of points
necessary to win from 10 to 11, 12, 13, or 14. You cannot do this after your opponents
have reached ten points; you cannot raise the bar after it has already been cleared.
History
The Polevaulters home planet used to have an international series of games every
four years, called the Olympics. As their society modernized, the greedy
Olympic committee had the Olympics run every two years, half at a time. Then there were
Olympics every year, only one-fourth as long, and then every month, and soon the Olympics
were constantly part of society, but no longer interesting. Thoroughly bored with the
event that their society destroyed, the Polevaulters have taken up Euchre, and will settle
for nothing less than bringing home the Gold. |
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Rat
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You
have the power to abandon ship Mandatory
Power
If, after the outcome of a hand is determined, your team is 8 points or more
behind, you trade partners with one of your competitors, determined by a coin toss. Your
former partner takes his or her point total with him, and your new partner brings his or
her point total to you. This power does not apply if your opponents have more than ten
points after the hand; you can abandon a sinking ship, but not a one that has already
sank.
History
The Rats home planet is 95% water, forcing a seafaring civilization to develop. One
of the two factions believed that it was noble and honorable to go down with ones
ship. That faction didnt last very long. The Rats have taken that lesson to
heart in their quest for Galactic Euchre ascendancy. |
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Reciprocal
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You
have the power to invert Optional
Power
When you are the dealer, after you have looked at your cards, but before the top
card is revealed, you can announce that the hand will be inverted. The scoring after the
hand goes as follows: If the team that calls trump makes 3 or 4 tricks, the other team
gets one point. If they make 5 tricks, the other team gets two points. If they make 0, 1,
or 2 tricks, they get one point. A player may not choose to go alone during an
inverted hand.
History
Whimsical poets on a planet dominated by practical beings, the Reciprocals annoyed
everybody with their abstract hypotheticals. Shunned on their own planet, they now seek to
gain respect galactically by applying their superior imaginations to Euchre. |
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Teflon
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You
have the power of non-stick Optional
Power
When you or your partner is dealing, the "Stick the dealer" rule
doesn't apply.
History
Starting out on a planet filled with magma, sap, and mud, the Teflon race had to develop
nonstick technology in order to be able to efficiently move around. They hope to use their
ability to slide into the galactic Euchre Championship. |
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Thief
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You
have the power to steal Optional
Power
You can "steal the deal" two times per game.
History
Extensive research was done on the history of this race. Unfortunately, the notes
are nowhere to be found. |
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Tivo
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You
have the power to replay Optional
Power
Once per hand, after the outcome of a trick is determined, you can say,
"replay." Everyone takes their card back, and the trick is done over. People do
not have to play the same cards that they did originally.
History
After the major wars on the Tivos planet ended, they became obsessed with
professional sports. Competing news agencies developed multiple camera-angles, instant
replays, strange camera angles, digitally inserted silly yellow lines, and finally the
ultimate replay, where the outcome could actually change. The Tivos are used to
having a second chance, but will not extend the privilege to their competitors for
Galactic Euchre supremacy. |
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Victim
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You
have the power to evoke sympathy Optional
Power
When you have the lead, if you lead a nine, you may say, Poor me. In
that event, if any player has an Ace of that suit, he or she must replace your nine with
the Ace, taking the nine into his or her own hand while saying, "There, there."
History
The Victims planet hosted many intelligent species, each one inherently better able
to survive than they. The Victims learned to use their position at the bottom of the
heap to create enough guilt to, in effect, place them at the top, from where they now
launch their bid at the Euchre Championship. |
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Wagerer
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You
have the power to gamble Optional
Power
Immediately before the first card is led, you may predict exactly how many tricks
your team will take. If you are correct, your team gets a bonus point at the end of the
hand. If you are incorrect, your team loses a point, and your opponents gain a bonus
point.
History
Religion never developed on the Wagerer home planet, forcing casinos to fill the void. The
Wagerer caste hopes to use their increasingly sophisticated gambling ability to wrest
control of these casinos from the Pitbosses, but would settle for becoming galactic Euchre
vanquishers. |
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Whiner
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You
have the power to complain Optional
Power
If your hand contains no Aces or Jacks , you may, before the trump card is turned
up, say, My hand sucks. You then select three of your cards, and replace them
with the bottom three cards in the kitty. You may not use your power if Anarchist is
dealing.
History
The most attractive race on their home planet, the Whiners grew used to getting special
treatment if they complained long enough. They plan to continue to complain until they win
the Galactic Euchre tournament, in which case they may finally be content. |
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Brief History of Euchre:
16,000,000,000,000 BC |
Universe begins |
4,000,000,000 BC |
Earth begins |
1377 AD |
Playing cards invented |
1800s AD |
Euchre invented |
2000 AD |
Dr. Doug's Gigarrific Cosmic Euchre invented |
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