Sponsored by www.Soluxione.com Manufactured by: The United States Playing Card Company

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Queens piece for our Neurodrez game

Unboxing our deck of Pokerdrez cards

PokerDrez

Introduction

Two kingdoms in conflict for centuries repeat each time their hostilities on a board of black and white squares guided by the counsels of human gods, who manipulate them.  


Some of these deities have learned all the starting strategies of the battles and therefore always win over other less experts, converting battles in predictable and, in many cases, totally uneven clashes.

Now the joker, responsible for fun at the court and who had remained so far apart, has  played a dirty trick  to anyone who wants to take part of this war.

She has made all the components of the kingdom (white pieces as well as black ones) fall asleep and they may be awaken only momentarily with the corresponding card in order to play its role during its turn.

Just the joker card may arouse any piece and any card can wake the king.

Cards, randomly distributed, ensure equal opportunities for opponents, who now have to, in addition to exhibit their intelligence, manage their resources, demonstrate their memory and try to mislead his opponent about his true hidden forces.

 


Components

  A chess board

A set of original chess pieces or the ones supplied by us.

• A six-sided numerical die.

A set of 56 linen finish playing cards in its wrapped tuck, Poker size, printed by The United States Playing Card Company – the Makers of Bicycle Playing Cards.
  • 9 joker cards
  • 9 queen cards
  • 9 rook cards
  • 9 bishop cards
  • 9 knight cards
  • 9 pawn cards
  • 2 neutral cards

As you can see in the list above, there are 9 cards for each figure, each of them with a different number and color distributed in following form:

  • 1: Gray
  • 2: Red
  • 3: Magenta
  • 4: Purple
  • 5: Blue
  • 6: Yellow
  • 7: Cyan
  • 8: Orange
  • 9: Green

This numeration and colors have in Pokerdrez no other functionality as to help the players to easily remember which cards have been already used.

It is recommended to use two sets of cards to ensure that you can finish the game without having to go to the only Chess mode.


Rules

Rules of the game and movement of parts are the same as in classical chess. The main change is that to move a chess piece it is necessary to have and discard a card for that piece.

Special rules
  • Joker: wildcard, can be used to move any card. 
  • To move the king any card can be used, but one of them have to be discarded anyway.
  • Castling: it is considered as a single rook movement 
  • Neutral cards or treason cards: they can be changed at the desired moment by a new card, either from the pile, from the cards in common or from the opponent  

Before starting the game, the opponents can get rid of one of their own pawns, if they wish. If the pawn in front of one of the rooks is eliminated, for example, this rook can come into play immediately and the rook cards are useful from the first play.

The player with the black pieces will be the first to choose his pawn to discard and the player with the white pieces will be able to choose any pawn, except that of the same column that his opponent has chosen.

Already advanced the game, if at any moment, one of the players loses the last piece of a certain type, for example, loses his last knight, the corresponding knight cards become wildcards again for him. That is, he can use them to move any other pieces in the same way he uses a joker. 

Like in Poker, in its Texas Holdem variant, each player always counts with two cards (own cards) that remain hidden to the opponent and which only he can use to move their own chess pieces.

Other five cards are placed face up and may be used in turn by any of the two players with the same purpose as the two own hidden ones (community cards)

Remaining cards are placed face down in a deck and will replace those used by the players after each turn.

 

The die

 

Traditionally the player who defends the black pieces has suffered the disadvantage of being on the defensive from the beginning of the game. This is because of the fact that the player with the white pieces makes always the first move of the game and therefore, carries with the initiative.

To compensate this unfair inequality, a die has been introduced in Pokerdrez. It begins in the hands of the player with the black pieces until he decides to make use of it, at which point he will pass the die to his opponent.

During the first moves the players will find among the cards they have the one that they need to move the desired piece, especially because all of them play the role of wildcards initially. But soon will arise the moment when among the available cards, no one of them can be used to make the desired movement.

It will be at that moment when the die fulfills the mission for which it is destined. The player who owns it can throw it and move, if he decides so, one of the pieces corresponding to the number that came out, without having to discard any card during that turn.

The equivalence between die numbers and pieces is expressed in the cards and in the next list.

  • 1: Pawn
  • 2: Knight
  • 3: Bishop
  • 4: Rook
  • 5: Queen
  • 6: Joker
Once the die has been thrown, independently if the result obtained has been used to move a piece or not, the player must give the die to his opponent, who will keep it to make use of it when he wishes.

Piece of Rooks for our NeuroDrez game


The Game

Players move their pieces by alternating turns.

During his turn the player should:

  • Discard a card whether from his hand or common. This card, after being shown to the opponent, must be set aside face down on the waste deck. It will not be used anymore.

  • Move one of his chess pieces corresponding to this card as explained before. This movement must be according to the rules of chess.

  • Then picks the card on the top of the deck. If the used card was one of the community cards it should be replaced. The player can choose among of the 3 cards, now in his hands, which one he decides to return.

  • Alternatively, if the player has thrown the die, he can use his result to move the corresponding piece. It is important to remark that the player is not forced to use the result of the die, being able to move another piece whenever he uses a card that supports it.

The game will continue with these rules until the deck is empty. Thereafter (although there are still community cards and both players have their pocket cards) the game will continue with the rules of traditional chess, being possible to move any piece that is deemed necessary without having to use any card for it.

It is recommended to play with two decks of Pokerdrez cards (112 cards) to decrease the probability that this moment arrives and to be able to continue enjoying until the end of the game of the extra emotion that the cards contribute with.
 



Piece of bishops for our Neurodrez game

End of the game

The game ends when a player achieves to checkmate the opponent's king, understood that the opponent, with the available cards, cannot make any move to release him from the check situation.


Although it may seem redundant, it is important to emphasize that the king should never be moved to a check position, even when it is known that the opponent has no cards to move the piece that attacks the king.


If, at any time, a player does not have any legal movement to do, taking his cards into account, but he is not in check, the game ends in a draw. It is considered Stalemate.

 

Remember that the king can use any card to move.

 


POKERDREZ = POKER + ajeDREZ (Chess in Spanish)

   

Chess

Pokerdrez base remains Chess.
 
All rules remain, only the possible pieces to be moved are reduced given the cards that are available to players at each time.  

Now the best, previously studied, move cannot always be chosen, because you may not have the necessary card to carry it out or to stay in a safe position after doing it .  

 

Poker

In Pokerdrez, as in Poker, you have to mislead  your opponent about your hidden cards.

At some point you'll have to make him believe that you have more cards to support a movement that you have done, in other cases you will try to trick him to act against you thinking that you cannot defend yourself and then retaliate with force.

Will you be able to hide your outburst of joy when the card you draw from the deck is the Joker?

Will your memory be strong enough to remember the cards played previously and will you be able to anticipate what your opponent could have?

Can you guess the cards in his hands according to movements he was forced to do when you think there were other more logical?

Would this be an error from him or a ploy on his part to mislead you?

Variant (not suitable for children). Do you get excited by betting?

 Agree with your opponent a minimum and a maximum bet, (for example, 5€ and 20€.)

The game always starts with the minimum bet, that is, the winner will take it.
If there is a tie both players bets are returned.

During his turn a player can raise the bet, the opponent player must accept or raise it or would have lost the game.

Each time one of the players raises the existing bet, he is committing himself to win the game. If he cannot win (if he loses or draws) he would have lost the bet.

When the preset maximum bet is reached, there cannot be any other bet.

We recommend to use poker chips (not supplied) to be clear at every time which is the current bet. 
 

PokerDrez for 4


Each piece moves like in traditional chess, but you can only move it if you have the corresponding card among your two hidden ones or the five common ones, as in Pokerdrez.  

The king can be moved with any card, but can never remain in a check position once the player has made his move.

The pawn can move like the rook (as many positions as you want horizontally or vertically), but it can only capture other pieces that are in one of the four nearest diagonal squares to its position. There is no coronation when it reaches the final row.

The bishop can move and capture diagonally as many positions as it wishes, but it can also move (not capture) to one of the 4 horizontal and vertical positions adjacent to its position.

It is played in pairs, dark pieces (blue and green) against light pieces (red and yellow).
The turns are yellow, green, red and blue. 

Each player uses one of the colors and can only move the pieces of his color according to the cards he has in his turn. To discuss the possible best move with his partner is allowed.

Taken pieces can be re-entered into the board to their initial position at any time that the player decides during his turn. To do this, the player will have to use a corresponding card, as in any other movement.
If at that time there is a piece on the reentering position, it will be captured by the entering piece. 

A player can take a piece of his partner (but not of his own), if they consider that this can favor them.
The team that manages to checkmate one of the two opposing kings wins. 

Epilogue

The die is cast, hopefully luck is on our side and saves our king. In any case we can prove that a lot more than luck is needed to win a game of Pokerdrez and that we have this necessary extra.

Let's begin the battle!

Poker7

You can play Poker7 in a similar way as you play Texas Holdem variant of Poker, but with Pokerdrez cards.

Components:

A complete 56-card PokerDrez deck will be used.

The two neutral cards will not be used in this game.

Each player will receive the same amount of chips to bet.

At the beginning of each round, the players will receive two cards that will keep hidden to the rest.

Bets:

Rules for betting are the same as for Texas Holdem Poker: Every time a player makes a bet the others must cover it to continue or raise it, forcing the rest to cover it.

    Bets will be made:

  • At the beginning, contributing all with the minimum bet,
  • After receiving the two own cards,
  • After dealing the first three common cards,
  • After placing the last two common cards (both at the same time),
  • After each player shows one of his two hidden cards (this step differentiates Poker7 completely from traditional Poker and makes it much more interesting).

Objective by each hand:

To have the best combination (hand) of the 7 cards (5 community and 2 private cards) among all players. (Not only 5 cards, as in normal Poker)

 

Hierarchy of combinations.

Groups size

Between two hands, will win the one that has the largest group of cards of the same type (same figure or same color).

If there is a tie in the size of the major group, the same rule applies to the other cards in the hand.

Each card can belong to only one of the groups, even when it has the same color of one and the same figure of another.

Example: If two hands have the major group with four cards, the other three cards will be reviewed. If one of the hands has another group of three cards of the same type, while the other one has only one more group of two cards, then the first one will win.

Ordered groups (stairs)

Between two groups of the same size, if one of them (and not the other) has all its cards ordered (following the numbering of the figure or color), this will be the winner (even if the hierarchy of the other is greater).

 

Hierarchy of cards

If both hands have equal-sized groups (and the order of one of them has not broken the tie) then defines the hierarchy of the cards within the largest group:

Relevance: From highest to lowest:

  • Color (cards of the same color, any of them)
  • Jokers
  • Queens
  • Rooks
  • Bishops
  • Knights
  • Pawns

Between two equal-sized groups of colors, the one with the highest number will win, following this list:

  • 9: Green
  • 8: Orange
  • 7: Cyan
  • 6: Yellow
  • 5: Blue
  • 4: Purple
  • 3: Magenta
  • 2: Red
  • 1: Gray

Between two equal-sized groups of the same color, the one with the figure of the highest hierarchie will win.

Between two equal-sized groups of the same figure, the one with the color with the highest numeration will win.

Christian and mussulman knight piece for our Neurodrez game

Example 

Let's assume that we have four players. (see image below)

  • The player on the top has a blue bishop and an orange bishop.
  • The player on the left has a yellow pawn and a magenta joker.
  • The player on the bottom has an orange joker and a green knight
  • The player on the right has a red queen and a red knight

The community cards are:

  • A red rook
  • A red pawn
  • A green pawn
  • A green bishop
  • A yellow joker

Combining the private cards and the community ones

  • The player on the top has a group of three bishops (the own two and the community one) and a secondary group of two red cards (the common rook and the common pawn)
  • The player on the left has a group of three pawns (the own one and the two community ones) and a group of two jokers (one own and the community one). Although the number of groups is the same as the one above, the largest group is pawns that loses in front of the bishops.
  • The player on the bottom has a big group of three green cards (the own one and the two community ones) and a second group of two red cards (the other two community cards). This player beats the top one because his big group is a color group which beats any figure.
  • The player on the right, meanwhile, is the only one with a group of four cards of the same color, red in this case (the own two and the community two).

Therefore the player on the right, with his bigger group, is the winner of the hand and takes the whole pot.


PokerGuess

This game is similar to the "Pirates of the Caribbean" dice game, but this time with PokerDrez cards.

In PokerGuess players will try to guess the maximum number of cards of the same figure and the maximum number of cards of the same color among all participants. To achieve this, they must take into account the bets made by the rest of the players.

Components

It is played with a deck of 56 Pokerdrez cards.

The two neutral cards will not be used in this game.

Poker chips are used to bet (not supplied).

Rules

During each hand each player receives two private cards and other five are dealt open in middel of the table (all at once).

All players cover the initial bet before the round begins.

The first player, taking his private cards and the open ones into account, propose the size of a group of color cards and the size of another group of figures cards that, AT LEAST, there are (he thinks there are) among all his cards, the cards on the board and those from the opponents, all together.

Each card can be counted only in one of the two groups: in the one of its figure or in the one of its color.

After this he could increase, or not, the existing bet.

The next player, based on what the former one has said (what could be true or not) his own cards and the open ones must decide whether:

  • to withdraw from the game, then his chips go to the pot,
  • to cover the bet of the previous player,
  • to increase the bet of his predecessor.

In either of the last two cases the player must make his prediction indicating a total amount of figures and colors among all the cards (as the first player has already done). This amount does not necessarily have to be greater than the ones indicated by the previous player (who may have lied). The color and figures do not have to be the same as those mentioned by his predecessor, but in no case the prediction of a player may be exactly equal to the one of any other. (It is recommended to aim in writing the predictions of each player)

Player's turns continue while any of them wants to change (not necessarily improve) the amount of figures and / or colors mentioned before or want to increase his bet. The other players will have to, at least, cover it to continue in the round.

The game moves on to the next phase when none of the players, required to cover the last bet, has decided to rise it again or when neither player has decided to change his prediction, that is, each change will give the possibility to the other players to rectify their bets or prediction, but it will not allow to the one, who has made the last change, to make any further modification.  

Last Card Phase

Then, and in turn order, each player will show one of his two cards (the one he thinks can mislead his opponents more).

With this new information, following the original order, players will be able to change their previous prediction or increase their bets following the same procedure explained previously.

End of the game

At the end of this phase all players show their cards. Check will begin with the player who has made the highest prediction both in quantity and hierarchy (Joker, Queen, Rook, Bishop, Knight, Pawn) or numbers for the colors.

If the prediction of this player was right he wins the round and keeps the whole pot. Otherwise he loses his chips and the next highest prediction will be checked..

f none of the predictions is fulfilled then the pot is split equally among all who reached this final stage of showing the cards.

When a player runs out of chips will have to abandon the game.

Rounds will continue until only one of the players has won all of the chips.

Example 

Let's assume we have four players. (see the image above shared with Poker7) 

  • The player on the top has a blue bishop and an orange bishop.
  • The player on the left has a yellow pawn and a magenta joker.
  • The player on the bottom has an orange joker and a green knight
  • The player on the right has a red queen and a red knight.

The community cards are:

  • A red rook
  • A red pawn
  • A green pawn
  • A green bishop
  • A yellow joker

Combining the private cards, the community ones and assuming what might have other players (and they have said)

  • The player on the top predicts that there will be 3 red cards and 4 bishops.
  • The player on the left then predicts 4 red cards and 4 pawns
  • The one below, more conservative, predicts that there will be 3 green cards and 3 jokers
  • The last player, on the right, predicts that there will be 4 red cards and 3 pawns
  • The player on top, again in turn, now with the information from the rest of the predictions, decides to change to 4 red cards and 4 bishops.
 

The other players choose not to change their bets, therefore the check phase begins and all players show their cards (to simplify the example, we skip the phase of showing the last card).

From the point of view of the size of the two groups, the one on the left and the one on top are tied with 4 cards in each group, even the group of colors, the most significant, is red in both cases, with which they are still tied. Finally, in the second group, that of the figures, the one above has predicted a group of bishops in front of the group of pawns on the left, so his bet will be the first to be checked.

His prediction was that there would be 4 red cards which is true (the two red cards on the right and the two community red cards). He also predicted that there would be 4 bishops, but now he can not use any of the cards he already counted for the first group of color. In this way, only the two bishops and the community bishop remain. Not reaching the 4 predicted cards, he loses the bet.

The second highest prediction was from the player on the left. The 4 predicted red cards are the same ones counted for the one above, but of the 4 predicted pawns there are only three (the two community ones and one's own), but only two can be counted because one was already used in the first group of red cards.

The player on the right has the next highest prediction with his largest group of 4 red cards, which we already know exist. He predicted, in addition, that there would be 3 pawns, but, as we have seen previously, there are only two of them available for having already been used the other in the previous group, therefore he also loses the bet.

Finally, the bet of the player below is checked: He predicted 3 green cards which exist (the own and the two community ones). He predicted 3 jokers too, which also exist (he has his own, a community one and the one on the left). Since none of the cards match in color and figure, all are valid in their groups.

Therefore it is this last player the winner of this round, taking the whole pot.

VikingDrez (Brandubh)

VikingDrez is a variant of the game that appears in several scenes of the "Vikings" series. It was in Ireland where this variant with a 7x7 board was mostly popularized.

Components and objective

The 7x7 NeuroDrez board, 8 black pawns, 4 white pawns, and the white king will be used.

The black pawns will try to capture the white king before he reaches one of the 4 corners of the board.

Reglas

All the pieces move like the chess rooks: horizontally and vertically, as many squares as they wish, without being able to pass over others or be placed in previously occupied squares.

Only the king can position himself in the central square (the throne: his initial position) as well as in any of the 4 corners (in which case he will have managed to escape and white pieces will have won).

When a piece manages to enclose an opposite piece between itself and another own piece (sandwich mode: one on each vertical or horizontal side), the opposite piece will be captured and removed from the board.

A piece can be placed between two opposites ones without it having to be eliminated (it has enclosed itself, it has not been captured).

The throne or the corners are worth as own pieces at the time of enclosing an opposite piece, eliminating it equally.

To capture the king (and thereby win the game) Black also needs to lock him between two of his pieces, except when the king is on the throne (then he will have to be surrounded by 4 pieces) or when he is in a square adjacent to the throne (in which it will have to be surrounded by three black pieces).

SoloDrez

A complete deck of Pokerdrez cards will be used.

After shuffling, the 56 cards are placed on the board face up in 9 columns.

In each column there are, therefore, six overlapping cards (in the first two columns will be 7), so it is always easy to identify those found below.

We will define as "first card of a column" the one which is positioned directly on the board while "the last one" will be the one that is placed over all the others. 

Taking the hierarchy of cards into account: Joker, Queen, Rook, Bishop, Knight and Pawn, the last cards from one column may be moved to another column, provided that the cards to be moved are already ordered (without necessarily being of the same color) and that the last card on the target column is the next higher in rank.

In this way, the player can move, for example, the last two cards from a column: bishop and knight, to another column, where the last card is a rook.

Neutral cards will be used as wild cards. This means that they can play the role of any other card when moving cards from one column to another.Thus, a neutral card, as a simple card, can almost always be moved from one column to another, except when the last card of the target column is a pawn, because there is no cards with lower hierarchy than the pawn.

To move several cards at once, including a neutral card between them, must be taken into account that it always replaces a particular card and therefore plays that role. This means that, when the first card of a group, that wants to be moved, is a joker it can only be done if the last card on the target column is the immediately above in the hierarchy as the one that the joker represents.

For example, if we want to move the last three cards of a column that are neutral card, bishop and knight, then the neutra card is performing the role of a rook, therefore it can only be moved to a column where the last card is a queen (or the other neutral card , which will be playing the role of a queen)

Once a column is empty, any Joker or a set of ordered cards that are based on a Joker can be moved there.

When a column is just completed: ordered in a whole serie from the joker to the pawn and no further cards (including neutral cards), it may be withdrawn from the game.

The game ends when all the cards have been removed. The two neutral cards will be finally withdrawn when only they remain on the table.

The image above represents a blocking situation in which the player has lost because he cannot remove the last remaining cards.    


SokuDrez

Only one deck of Pokerdrez playing cards will be used in this game.

The two neutral cards will not be part of this game.

After shuffling properly, cards are placed face up on the table in 6 rows of 9 columns each. This way all cards are visible for the player.

The goal of the game is to order the cards in a way that following conditions are met.

  • In each of the rows there is a card of each of the numbres from 1 to 9, or what is the same, in each row there will be each of the available colors, without repeating any of them.
  • En each column the six figures will appear: pawn, knight, bishop, rook, queen and joker, it means, in no column could be a repeated figure.

To achieve it, the position of any two cards can be interchanged. This will be a move. The player should try to achieve both conditions in as less movements as possible.

Strategy.

It is recommended to start organizing by columns.

In each column the repeated figures will be found and one of them exchanged for another figure, missing in that column, and which is repeated in another column where, probably, the figure in the first column is also missing.

Example: If in the first column, the figure of a pawn is repeated, but there is no knight, we can find another column, for example the third one, where the knight is repeated, and probably pawns are missing, to exchange one of the pawns of the first column, for one of the knights in the third column.

If during this exchange of columns, we also achieve that the numbers in the rows begin to be organized as well, then we will be achieving several objectives with a single movement.

Example: If one of the two pawns, that we had in the first column, has the number 1 (black color) while one of the knights of the third column, for which we are going to exchange the pawn, has a 7 (cyan) and in the row, where is the cyan horse, is missing the number 1 and in the row, where is the black pawn, is missing the number 7, then exchanging that pawn (1: black) and that horse (7: Cyan) will be organizing partially at the same time two columns and two rows.

Once all the columns are organized with different figures in each of them, we can begin to review and organize the rows.

As in the case of the columns, but now with the numbers, the repeated numbers are found in a row and exchanged for cards in another row with numbers that may be missing in the original row.

In the organization of the rows it is important to take into account that the card for which is exchanged from another row, is exactly of the same figure as the original (pawn for pawn, knight for knight, ...). In this way the organization of figures that we had achieved for the columns, will be maintained.

MULTIPLAYER VARIANT

Each movement can be counted in points corresponding to the amount of "improvements in the organization" that the movement achieves.

Likewise, up to 8 points can be awarded to the movement.

  • One point if the figure of the first card was repeated in its original column
  • An extra point if the figure of the first card did not exist in the destination column
  • An extra point if the number of the first card was repeated in its original row
  • An extra point if the number of the first card did not exist in the destination row
  • An extra point if the figure of the second card was repeated in its original column
  • An extra point if the figure of the second card did not exist in the destination column
  • An extra point if the number of the second card was repeated in its original row
  • An extra point if the number of the second card did not exist in the destination row

After the first player's first turn, players will enjoy double turns each (to compensate for the advantage of the first one).

At the end of the game the points obtained by each player will be added.

The last move, after which all the cards are organized, will only be counted if it is the first of that player's double turn. (In this way both players have had the same number of turns.)

The player with the highest score will win the game.

 

RummiDrez

For this game we will use two decks of PokerDrez cards. A total of 112 cards.

It can be played from 2 to 4 players. 

Each player receives 14 cards when the game starts.

Players can form groups of at least three cards from each of the figures (sorted consecutively by numbers) or colors (ordered consecutively by hierarchy).

The two neutral cards have the role of wild cards, this is, they can be used to replace a card that may be missing as the connection between two other cards in a group of colors or figures. Joker-cards are treated as normal figure cards.

Groups of the same figure may have more than three cards (up to nine, without repeating color) and groups of the same color can have more than three cards (up to six, without repeating figure).

On their first move players should place from their hands on the board a minimum of seven cards, creating new own groups.

As long as they are not able to do this, they will have to draw each time a new card from the deck and pass the turn to the next player.

During next moves, after a player has created his own groups, he will be able to place from his hand on the board, into new or preexisting groups from himself or other players, as many cards as he considers.

As before, if he is not able to place at least one card, he will have to draw a new card from the deck and pass the turn to the next player.

During his turn, players can use cards of groups that are already on the board to form new groups. It is important that after these movements the player has placed at least one card from his hand and after all transformations, the rule, that the groups are at least of three cards of the same color or figure ordered by hierarchy consecutively and without jumps, is still valid.

The first player who places all his cards on the board, will be the winner of this hand.

The winner will receive as many victory points as cards the opponent players have in their hands.

The first player acumulating 14 victory points, if there are two players, or 28 points for three players or 42 for four players or the one that accumulates more points at the time of finishing the game, if it is played by time, will win the game. 

A solo variant of this game can be played, if the player orders the cards on the table, according to the rules previously explained, as he takes them out of the deck. The game will end when all the cards on the table are arranged in one of the groups. The number of cards left on the player`s hand will count as his personal record, which he will try to improve with each new attempt. 

TriumfDrez

This game is similar to others where each player, during his turn, place one of his cards on the board to compete with the ones of the rest of the players..

The player with the most powerful card between the thrown ones, wins the trick.

The aim of the game is to win as many tricks as possible.

The game will be played with only one deck of Poderdrez cards.

The game can be played by two, three or four players, in last case will be played in pairs who will sit facing each other.

In any of the variants, each player receives 13 cards at the beginning of the game. The remaining cards remain hidden face down all the time.

During a trick, the first player can choose the card he wants in order to start it, but the rest of the players are forced to throw cards of the same figure as that thrown by the first player, always when they have at least one of them.

The trick will be won by the card with the highest numeration and the same figure of the first thrown card. Cards of another figure as the original, even when they are of a higher hierarchy, cannot win the trick. (always when they are not triumphs or super triumphs)

Normally (there will be explained later when it is not like this) there will be a figure that is the triumph and a color that is the super triumph (there will be explained later how to choose it).

When a player has no cards of the same figure as the initial one, he can throw any other card, including a triumph card, whish will beat any other card that is not a triumph or a supertriumph, that will beat even triumph cards.

If more than one triumph is on the trick, the one with the higher numeration will win.

Among super triumphs the one with the highest hierarchy will win, taking into account the following order of higher to lower: Jóker, Queen, Rook, Bishop, Knight, Pawn.

The card of the triumph figure and the color of the super triumph will be the most powerful card of the whole deck in that game.  

The player winning a trick starts the next.

A player is not required to try to win a trick, that is, even if he has cards to defeat the ones on the board, he can keep them for later use, provided he meets the rule to serve the initial figure.

Example where the triumph is the bishop and the super triumph is cyan:

  • If, in a trick, a player starts with a green knight, all the other players will have to throw knight cards whenever they have.
  • The second player has no knight cards and throws a bishop, which is a triumph, therefore he is winning the trick. 
  • The third player throw a red knight (he has to serve the knight even when he already knows that he will lose the trick).
  • The last player has no knights and throws a cyan pawn which is the color of the super triumph which defeats even the triumph of bishop and wins the trick.

Determination of the triumph

 

At the beginning of the game each player will try to impose the figure of the triumph and the color of the super triumph to be used according to the cards on his hand.

The first player, the one on the right to the dealer, must indicate a figure to be used as a triumph and a color to be used as the super triumph and the number of tricks he plains to win if he is the winner of this phase of proposals.

The following players, in order, must pass (desist from making any proposition) or increase the amount of tricks to win proposed by the previous player, the color and figure proposed by him must not to be the same as the ones proposed by the others.

A player can also improve the proposition of the previous player (without having to increase the number of the tricks he promises to win) if he proposes to play without triumphs, without super triumphs or even without either of them.

Finally, without having to increase the amount of proposed tricks, a player (or pair) can take priority over others declaring that he (or they) will play with open cards.

When, after the proposal of one of the players, none of the following ones dares to raise his proposal, he becomes then the winner of this phase and the game phase starts, as explained above, with the triumph and super triumph (or without them) chosen by him.

If this player (or pair) manages to win the amount of committed tricks or more, wins the game. Otherwise he will have lost. 


Example:

  • The first player says that he will win eight tricks if the triumph is the knight and the super triumph is blue.
  • The second player says that he will win nine if the triumph is the bishop and the super triumph is red and with it surpasses the first one.
  • The third player affirms that he will win nine tricks without using triumphs, but only green super triumphs with which he has improved the proposal of its predecessor.
  • The fourth player predicts that he will win nine tricks without triumph and with the cyan super triumph and his cards (and his partner's cards) open. This defeats the proposition of the third player.
  • The first player decides to increase to ten tricks with knights as triumph and blue as super triumph.

None of the other players dare to increased this prediction and therefore the game starts with the conditions imposed by the winner of this phase.

The pair composed by the first and third players must therefore win at least 10 of the 13 tricks to be considered as winners. They will not need to show their cards because these conditions have not been introduced in their final winning proposal.

Score

Each game has a value of victory points corresponding to the amount of committed tricks. Each trick not achieved or that exceeds the initially proposed amount, will count double points.

If the player or the pair manages to fulfill his goal, he will receive that amount of points, if he does not these points will be received by the opposing players.

Example: if a player has promised to win 8 tricks and achieves 10 then he will receive 12 points: 8 for the proposed tricks and 4 more for the two extra tricks. If instead he had only 7 tricks then his opponents would receive 10 points each: 8 for the value of the game and 2 extra for the trick he lacked to fulfill his goal.

The first player or pair that reaches a previously established number of points, for example 50, will win.

BlackDrez

In this game the player can use one or two packs of Pokerdrez.

In the game can participate from two to eight players.

The cards have a value according to its figure (it can be seen in the upper right corner of them):

  • Queen: 5 points
  • Rook: 4 points
  • Bishop: 3 points
  • Knight: 2 points
  • Pawn: 1 point

The Joker can have a value of 1 or 6 points, and change between these values at any moment during the game, depending on the convenience of the player.

The objective of the game is to obtain a hand of cards which sum is as close as possible to 11 (including it), without passing it.

Development


Each player receives two cards face up (visible to all).


If one of the players at this time, or at any other later, gets a hand of 11 points then he wins the game immediately and will keep for his own all cards on the table.


If several players have in their initial two cards 11 points, they will divide all cards on the table.


The turn order will be determined by the points of the cards of each player starting with the lowest. If two players have the same minimum points, the one to the right of the player who had the last turn (or the dealer) should be the next one.


During his turn, the player must decide, if he wants to receive one more card, something he will have to do as long as he does not have the highest score (tied with other players) because otherwise, he will lose, or if he prefers to withdraw from the hand, recovering half of the own cards for himself and leaving the rest as trophy for the winning player of the round.

 

The new card received by the player, are added to the points he already had and can result in the following variants:

  • The new score is over 11 points, making the player to lose the hand and he retires, losing the amounts wagered.
  • The new score is exactly 11, which immediately makes him to win the hand and to keep the pot.
  • The new score ceases to be the smallest of all, therefore the turn passes to the player with the new lowest score.
  • The new score is still the smallest of all, therefore the same player begin also next turn.

Turns continue until there is only one player, with less than 11 points, that will be the winner and wins the whole pot.

If several players have the same score (less than 11 points) and none of them wants to order more cards, then all of them tied and trophy cards will be divided equally among them.

Once a round is over, the next one begins with a new distribution of two cards per player.

The player who has more cards in his pile at the end of the game will win the complete game.

Example

On the image above:

  • The player on the top has 9 points
  • The player on the left has 10 points
  • The player on the bottom has 8 points
  • The player on the right has 12 points and therefore has lost.

The next turn will correspond, therefore, to the player below. He checks that with 8 points he has a low probability of passing (only if he receives a queen or a rook) and decides to ask for one more card. This player receives (in our example) a joker, which he can use as 6, with which he would pass, or as 1, what he finally does, increasing his score to 9 and remaining as the lowest score, along with the player above. Then, he asks for a next card. This would be a pawn and he would reach 10 points. After that the turn would pass to the player above.

The player on the top takes the risk for a new card and luck helps him with a knight (2 points) that added to the 9 he had, reaches 11 points, immediately winning the hand and keeping the pot.

DomiDrez

In this game one or two decks of Pokerdrez cards are used.

The game can be played from two to eight players.

At the beginning of the game, half of the cards will be distributed among the players.

A first card will be placed face up on the board and the rest of the deck is placed face down.

The first player, the one on the right of the dealer, must choose one of his cards with the same color or figure that the one placed on the board and cover with it this previous one.

The next player must, likewise, follow the color or figure of the last card on the board.

Neutral cards may be placed over any card and then the player may determine the next figure and color to be followed.

In case of not having any valid card, the player must draw the first of the deck and pass the turn to the next player on the right.

The first player to run out of cards will win the game.

When the deck is empty, players, who do not have cards to play, simply pass the turn.

If no player has valid cards (closed game) the player who has less cards in his hand will win the game.

The winning player will receive as many points as cards have the other players in their hands (or have the other players more than him, in case of a closed game).

The first player to reach a pre-set amount of points, will be the winner of the whole game.

Example:

In the image above a player has used the purple joker. The next player must put a joker, a purple card or a neutral card to avoid having to draw an extra card.

NeuroDrez

Our version of chess with Pokerdrez playing cards and own Christian and Muslim double figures.

Content:

  • 2 decks of PokerDrez playing cards (112 cards)
  • 36 customized pieces of chess (each with a Muslim face and a Christian face) divided into 6 colors (white, black, red, green, blue and yellow) of 6 figures (King, Queen, Rook, Bishop, Knight and Pawn)
  • 36 square tiles: Each tile represents one of the six colors and one of the six natural resources or surfaces (earth, water, air, fire, flora and fauna). Once on the table, pieces can be placed on them.
  • Three dice:
    • One with numbers from 1 to 6. Corresponding to each of the Chess / Pokerdrez figures (Pawn: 1, Knight: 2, Bishop: 3, Rook: 4, Queen: 5 and Joker: 6, the king doesn´t need)
    • One with the six colors, corresponding to the six colors of the tiles
    • One with the six surfaces, corresponding to the six resources of the tiles
  • Round chips of the 6 colors: They are used to mark the conquered tiles as own.
  • 10 round transparent tokens: They are placed under each piece when played and serve to limit the number of them that can be on the board at the same time.
  • 7x7 board (reversible to be used also in PokerDrez).

Players and cards

Two to six players can participate.

It can be played individually or by teams.

Each player will choose a color. They will, therefore, receive the chess pieces and round chips of that color. In case of two players, each one can choose three colors as own ones. In case of three players each one can choose two colors as own ones.

In case of 4 or 6 players, teams must be formed that will sit alternately at the table and also alternate their turns. Teams are allowed to discuss their moves aloud, before performing them or try to influence other teams with their proposals.

In the case of 4 players, the members of a team will each choose a color and share a third color (both can move pieces or conquer tiles with this third color).

Before distributing the tiles, 6 of them (one of each resource and color) will be placed in the center of the board.

The rest of the tiles will be distributed equally among all the players. Those that may be leftover (in the case of 4 players) will be added to those already existing on the board. Players must not show their cards to the rest until they are placed on the board.

Each player will receive two Pokerdrez cards that will keep hidden to the other players.

Dice

There are three dice (a color one, a resource one and a numeric one)

  • With the color die, the player can move one of his pieces (outside or inside of the board) to any area on the board of that color.
  • With the resource die, the player can move one of his pieces (outside or inside of the board) to any area on the board of that resource.
  • The number in the numerical die will allow the player to move one of his pieces with that numbering (only those that are already on the board). The possibilities of movement will be determined by the other two dice or by the natural movements of the piece (as in traditional chess)

The two own cards

Alternatively to the numeric die, one of the two own cards can be used to determine the piece that can be moved or entered in to the board.

A Joker card (as it happens with the number 6 in the numeric die) will allow to move or to enter any of the pieces into the board.

Turns

The player obtaining the highest number after throwing the numerical die, will be the one who will start the game. In case of a tie, the procedure will be repeated only among the winners, until there is a single winner. The order of turns will be established on the right.

During his turn the player must:

  • place a chip of his own color on a tile of another color that he may have been conquering
  • throw the dice
  • place a new tile (so that it always touches at least one of the sides of one of the already existing tiles on the board)
  • enter or move one of his pieces

Entering pieces

The player may choose any of his pieces to be entered in to the board, as indicated by his cards or the numerical die.

The number of the numerical die identifies the pieces in the following way:

  • 1: Pawn
  • 2: Knight
  • 3: Bishop
  • 4: Rook
  • 5: Queen
  • 6: Joker (allows to enter or to move any piece)

If the player decides to use one of his two cards to enter a corresponding piece into the board, he must show it to his opponents, discard it and take a new one from the pile which he can use during the next turn.

If the number 6 is shown on the die or a joker card is used, any of the pieces may be entered into the board, otherwise the card or the number of the die must coincide with the chosen piece.

The king can always be entered, regardless of the result of the die or of the cards that are held. From each player or team there can only be one king at the same time on the board. This process of entering the king is considered a movement of it. The king will never be able to move twice consecutively (After entering or moving the king, the player must move another piece in next turn, before he can move the king again).

The piece to enter can only be moved to one of the tiles of the color of the color die or the surface of the surface die that has come out.

Because the piece is placed after throwing the dice, the player can choose a tile from his hand to be placed to favor the entry of the piece.

Number of pieces on the board

Following will be the maximum of pieces per player / team that can coexist on the board:

  • In case of two players / teams: 5
  • In case of three players / teams: 3
  • In case of five players: 2

When these limits are reached, the player / team will not be able to enter any other piece into the board while any of those, that are on it, are not eaten by any of their opponents.

The eaten pieces will be returned to the owner and he will be able to reenter them into the board during on of his next turns under the same conditions as he did the first time.

Movement of pieces on the board

Once the piece is on the board, it can be moved as long as the numerical die or one of the two own cards allows it.

The rules to determine which piece can be moved on the board are the same as to determine which piece can enter it.

Once it is clear which piece on the board can be moved, the target tile can be chosen according following criteria:

  • to any tile of the color of the thrown dice
  • to any tile of the resource of the thrown dice
  • to a tile that can be reached by the piece according to its current position on the board and the natural movement of it:
    • Pawn: it can be moved to any of the adjoining tiles (right, left, up and down) and eats opposing pieces that are in the closest diagonal tiles.
    • Knight: it moves and eats as in chess (L-shaped) jumping over other pieces or empty places, if necessary.
    • Bishop: it moves and eats like in chess (diagonally). it cannot jump over other pieces or over empty places in the path.
    • Rook: it moves and eats like in chess (horizontally or vertically). it cannot jump over other pieces or over empty places in the path.
    • Queen: it moves and eats like in chess (horizontally, vertically or diagonally). it cannot jump over other pieces or over empty places in the path.
    • King: it moves and eats like in chess (horizontal, vertical and diagonal), but only tiles that have contact with its position).

If a player cannot enter or move any piece, he will have to remove one of the pieces he has on the board. In this case, the player will show his two cards to the rest of the players, to show that he has no moves with his pieces and then he will replace his cards with two new cards of the pile, that he can use in future moves.

Own and opponent`s tiles

Tiles have their own color (represented by a circle in the upper left corner).

When a piece is placed on a tile of another color, it begins to conquer it.

While a piece is conquering a tile, it can be eaten by another piece that is moved to this position by an oponent player.

Any captured piece is removed from the board, but may be reentered at a later turn.

If a piece manages to stay an entire round (until the player, owner of the piece, is again on turn) on a tile of another color, it will have conquered it.

To demonstrate that this tile belongs to him from now on, the player will place a chip of his own color on the original circle of the tile.

If the player gives the dice to the next player (showing that he has already finished his turn) without having placed his chip on any tile he might have been conquering, this position will remain unconquered (and therefore the piece is considered susceptible to be captured).

A conquered tile can be reconquered, both by the original owner of it and by any other player.

When a piece is on a tile of its own color (original or conquered) it is in safe (it can not be eaten).

When one of the players (or team) dominates with his colors the six tiles (original or conquered) of any of the surfaces, he/they will have won the game.

Sudden death

Once the 36 tiles are placed, they will begin to be removed by the players (one per turn, after throwing the dice and before moving the piece).

Only tiles that are on the border of the board can be removed (at least one of its sides must be free and have ).

No tiles can be removed on which there is a piece (regardless of the color of the tile and the piece).

It is not possible to remove the last tile that is joining two parts of the board, that is, after removing the tile, the remaining tiles on the board cannot be separated into two distinct groups.

To remove a tile during his turn is obligatory for all the players, whenever there is one for which its withdrawal is allowed, even when it does not favor the player.

If none of the tiles can be removed according to the above rules, the player will skip this step during his turn, but must continue his turn moving or entering one of his pieces.

During this phase, the player / team, that has managed to conquer with their colors all the tiles that are on the board of any of the surfaces, will win the game.

Anticipated sudden death

If the participants like to analyze all the variants in each play, the game can be quite long.

When time is limited, the alternative of anticipating sudden death can be used, even before all the initial tiles have been placed.

This circumstance may be requested by any of the participants, provided that at least half of the tiles have already been placed, that is, 18 or more.

The first player to start removing tiles will be the one to the right of the one who requested the anticipated sudden death.

Taking into account this peculiarity, it is always a good strategy to keep the 6 resources checked at all times to avoid being surprised by an opponent, who wants to take advantage of a favorable circumstance on the board.

Collaborative and solitary modality

In the collaborative modality, the players or teams should try to conquer each a different resource, but they will only win if they achieve to do it during the same turn, that is, after a player or team conquers all the tiles of one of the resources, the rest of the teams must conquer any of the other resources in the turn immediately after.

In the solo mode, the player will represent the 6 colors separately and must organize everything so that each color conquers one of the resources during the same final turn.

Strategy.

Placement of the tiles:

As in the Domino, having more tiles of a given resource allows placing them at specific moments and positions. in which it is easier to conquer them.

Surrounding his own tiles, allows the player to protect them, so that it is harder to remove them later during sudden death.

The tiles of the color of the opponents can be reserved to be placed during the final moves before the sudden death. In this way they will remain on the border of the board and it will be easier to remove them without having to conquer them. On the other hand, the chances of opponent pieces being placed on them (in safety positions) are diminished.

Placing tiles in certain positions can complete straight lines and thereby allow some pieces (such as the bishop, rook or queen) to reach more distant positions. Removing certain tiles in the sudden death phase can have the exact opposite effect.

Entering pieces into the board

Normally it is better to enter a piece into the board than to move one that is already inside. In this way, the number of pieces on the board that can be moved by their natural movement is increased and therefore, the posibilities to capture enemy pieces are higher.

It is better to enter more powerful figures (with more possibilities of movement on the board). If they are captured, they will always be able to enter again in a later turn.

Conquering tiles

There are more chances of conquering tiles, when they cannot be reached by enemy pieces using their natural (chess) movements.

The player has to try to conquer positions that can be reached with the natural movement by other pieces of his own, so that if the opponent succeeds in capturing our piece, we have more chances to reconquer the position.

It is better to try to conquer a tile of an enemy than a neutral tile (one of a color that does not belong to anyone) because an already conquered area is eliminated (in addition of adding it later as ours).

Capturing pieces

Whenever it is possible to capture an opposite piece, it should be done (although it is not obligatory) because it is removed from the board (which it will no longer be able to use its natural movements) and prevents it from conquering an area.

Sudden death

The player should try to reach sudden death with a piece of his own on a tile of as many existing resources as possible, in order to prevent others from removing them easily.

By removing the appropriate tile, the player can prevent any of his opponents from removing the last tile that remains joining two parts of the board, as this is not allowed.

In this phase of sudden death the player has to think very well, not only his own moves, but the one of the player who follows, because the game can be finished in a single turn, if the player finishes conquering the place in which he is positioned, and then remove the last tile, which did not belonged to him yet, from a specific resource.

info@pokerdrez.com

Game created by Gabriel Verdecia.

Illustrations by Cristina de Manuel. 

3D Design by José D. Flores.