Cards For Science is a solitaire card game where you must work out the secret rule. The rule decides which card can be played next, so play cards to test each rule, then guess correct one to win.
Why are these cards "for science"? To win the game you have rules and try to break them. To do science you form competing hypothesis (or rules) and try to disprove (or break) them. The difference is that players try to discover the rules of the game but scientists try to discover the laws of the universe. Since the universe is complicated science is hard, but don't worry, we can use playing cards for scientific thought.
For example, you have these cards: 🂢, 🂣, and 🂴. You have two rules but only one is true.
- "The next card must be higher"
- "the next card must have a different suite"
Are these rules both valid? No because one rule has already been broken. The second rule says we can't have two clubs in a row and we have a two of clubs followed by a three of clubs. That leaves us with rule one, which we guess is the right rule. Correct!
This is a pre-release.
Credits
This game is inspired by
Eleusis by Robert Abbott and John Golden's
Eleusis Express.
Rules
- Guess the rule correctly to win the game
- The rule determines which card can be put down next
- Prove or disprove rules by testing next cards
- But putting down an incorrect card decreases your score by 2 and gives you 2 new cards.
- Empty your hand to increase your score.
- Every game will have a random rule chosen from around 300 rules
- Hints cost you 150 points.
- At zero points you lose the game.
Hints:
- Try to disprove rules, those which remain must be the truth
- Don't be afraid to reveal the rule hints
- Don't spend too much time thinking before 6 cards have been played.
- If this rule is too hard restart the game to get a new rule
Cards and values
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