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Rummykruss Rule Book

Overview

Rummykruss is a Rummikub-inspired game played on a crossword-style 2D grid. Players create valid sets and runs, scoring points for intersections. The game has two phases: a Setup Phase for drafting tiles and a Gameplay Phase for placing them.

Components

  • Tiles: Numbered tiles (1-N) in multiple colors (1-C).
  • Wildcards: Default 2, can replace any tile.
  • Game Grid: Default size 15x15, includes X random blocks that cannot be placed on.

Objective

Score the most points by forming valid sets and runs while maximizing intersections. Use block-locking strategically to limit your opponent's options.

Key Terms

  • Set:
    • 3+ consecutive numbers, same color.
    • 3+ tiles of the same number, different colors.
  • Intersections: A tile contributes to multiple sets

Game Phases

1. Setup Phase

  • $s$ blocks will be randomly placed onto the map as a part of the map. They can not be moved
  • Players alternate drafting tiles from a shuffled pool until racks are full (default: 14 tiles).
  • Wildcards are included in the draft.

2. Gameplay Phase

Players place tiles on the grid to score points.

Turn option

  1. Draw: draw 1 tile and loose 1 pt
  2. Place\Move:
    • Move and Place 1 or more tiles, as long as the end result contains only valid set
    • tile placed may not be in multiple sets with the exception for intersections.
    • The number used by the opponent last turn may not be used
    • If the number of intersection increased, gain 2 pts, else 1

Endgame

  • Game ends when no moves remain and the tile pool is empty (or after a fixed number of turns).
  • Winner: Player with the highest score. Ties resolved by most intersections.

Testing rules

  • Any set of blocks that connect in the board must obey the patterns [asc, dsc, rep, alone] of size at least 3

  • Can't place the same number as the opponent in the previous turn.

  • Can't place block connecting to the same blocks as the previous turn.

  • [Opt] Can't place block connecting to the same block placed by the opponent in the last turn.

  • Score: +1 if not connected, +2 if block connects

Game engine define

Get_Game_state() -> Board state(mxm array with numbers) card state: k x [1,...,n]

User_input(row:int, col:int, suiteid:int, num:int) -> void

Score(): -> (int,int)

About

tabletop game that's based on popular game of Rummikub and Crossword puzzle

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