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Attack-the-Titan/Trionfi

Attack-the-Titan, better known as Trionfi, is a card-game played all across Heimland. Invented by the Old Folk as a form of entertainment, Trionfi has been used by commoners for gambling, betting and for leisure. Sometimes it has even served to settle disputes among rival groups.   Trionfi is composed of one large deck with characters, places and objects assigned to either Swords, Batons, Coins, Cups, Chalices or None (meaning no alignment). Each alignment has its own function (e.g. Swords are offensive, Batons are defensive). And except for the trilogy (Titan, Fool, Knave) the cards obey the basic laws of the game.     There are 108 cards in each deck. Each person gets 27 cards that form their Army. There are four Armies of cards, each player controlling one Army and representing a cardinal direction (Army-of-The-North, Army-of-The-South, Army-of-The-East, Army-of-The-West).   The game is payed with multiple rounds over a series of battles, with players collecting score along the way.   Objective   Accumulate more points than the opponent. Either a set number of rounds is played, a point goal is set to determine the winner, or players try to get so many more points than their opponent.   Unite the Titan, Fool and Knave cards over a series of rounds to complete the trilogy and win the game. However, this objective can either be primary or secondary, depending on the player's choices.     Rules of play   Cards are shuffled and placed into piles (called stocks). Nine random cards are placed face-up, nine random cards are dealt face-down and nine random cards are used by the player, thus all 27 cards of the Army will function within their own stock, and each player will have three stocks to draw cards from.   Play   Play starts with the dealer and proceeds counterclockwise. The player takes a card that was dealt to them and matches the pattern with a card that is on the table. If there isn't a matching card, the player discards a card to the center of the table. Then, the top stock card is turned face up, and if there is a matching pattern on the playing field, the player takes the cards, otherwise the stock card is added to the playing field. Play ends when either the stock is exhausted or either player's hand is empty. If a player is dealt four pairs or two complete patterns, that player automatically wins the round. Scoring for this instance varies, but can be the value of the cards in the playing field.   Hiki   If there are a number of cards on the playing field of one pattern, and a player has the rest of the pattern in hand, this is a hiki. The player may take the entire group of cards on their turn instead of playing a card from their hand. Trying to take a card from a hiki with the Titan, Fool or Knave cards is an illegal move. If the cards are dealt so that all four of one suit are on the playing field, the cards are shuffled and redealt. If three cards are on the table, they are stacked together and the remaining card takes all three.   Scoring   At the end of the round, each player adds the value of all cards they have taken. In some variations, 'winner takes all', meaning the winner of the match gets all the points the opponent has accumulated in that round. In case of a tie, dealer wins. If the dealer isn't involved with the tie, the player closest to the dealer's left wins. However, the game doesn't end until the Titan, Fool and Knave are united.   Attacking the Titan   Out of the four players, one of them will be dealt the Titan card. The one with the Titan card must keep the knowledge of his/her card a secret, as he/she will become the target for the entire game, since the Titan is the most powerful. The Titan, Fool and Knave cards are special, and fall under a trilogy. The objective of the one with the Titan card is to unite the card with the Fool and Knave cards to finish the game. To do this the player would have to take risky decisions, like sacrificing their own cards to get what they want.   One strategy a player may use is phishing. The player places his/her Titan card at the center of the battlefield, and can demand any card they desire. The other players with the desired card must give up that card, in exchange for the Titan which they could use in another round. When the player gives up his/her Titan, he/she can simply get the card back later when another player decides to phish.   Players will deal cards and take cards over multiple rounds, always maintaining their Army of 27. In the end, the one who can unite the Titan, Fool and Knave is the winner. However, a person with a higher score gained from the other rounds can have a rematch and has an extra chance of winning.   Crafting + Resources   In-game, a player can purchase "Resources" (things given at random by the dealer) to "craft" items that will benefit the gameplay in the rounds. Items (such as arrows, bombs) can be used to Knockout (KO) an opponent's card. Using a KO allows the player to deal a second card to overpower their opponent, giving them a higher chance of victory. To purchase Resources a player must give one of their cards, with one card paying for 4 Resources. Note: items cannot affect the Titan, Fool or Knave cards.   Booze + cloth = molotov.   Stick + rock + rope = crafted axe.   Stick + cloth + rope = crafted bow.   Rock + cloth = club.   2x sticks = weak spear.   Weak spear + 2x cloth + 3x bones = upgraded spear.   Upgraded spear + cloth + booze = incendiary spear.   Stick + 5x feathers = arrows.   Stick + 5x feathers + 5x bones = bone arrows (Chalice).   5x arrows + 4x twin berries = poison arrows (Sword).   5x arrows + 4x snow berries = poison arrows (Baton).   5x arrows + 4x blue-mushrooms = poison arrows (Coin).   5x arrows + 4x jack mushrooms = poison arrows (Cup).   5x arrows + cloth + booze = fire arrows.   Stick + cloth + electrical tape = slingshot.   Booze + circuit board + coins + wrist watch + electrical tape = bomb.   Bomb + slingshot = slingshot-bomb.   Bomb + sap = sticky bomb.
  • The 108 cards include: the Magician, Sword-Magician, Baton-Magician, Coin-Magician, Cup-Magician, Chalice-Magician, High-Priestess, Sword-High-Priestess, Baton-High-Priestess, Coin-High-Priestess, Cup-High-Priestess, Chalice-High-Priestess, Empress, Sword-Empress, Baton-Empress, Coin-Empress, Cup-Empress, Chalice-Empress, Emperor, Sword-Emperor, Baton-Emperor, Coin-Emperor, Cup-Emperor, Chalice-Emperor, Gunslinger, Sword-Gunslinger, Baton-Gunslinger, Coin-Gunslinger, Cup-Gunslinger, Chalice-Gunslinger, Lovers, Sword-Lovers, Baton-Lovers, Coin-Lovers, Cup-Lovers, Chalice-Lovers, Chariot, Sword-Chariot, Baton-Chariot, Coin-Chariot, Cup-Chariot, Chalice-Chariot, Strength, Sword-Strength, Baton-Strength, Coin-Strength, Cup-Strength, Chalice-Strength, Hermit, Sword-Hermit, Baton-Hermit, Coin-Hermit, Cup-Hermit, Chalice-Hermit, Wheel-of-Fortune, Wheel-of-Swords, Wheel-of-Batons, Wheel-of-Coins, Wheel-of-Cups, Wheel-of-Chalices, Judge, Sword-Judge, Baton-Judge, Coin-Judge, Cup-Judge, Chalice-Judge, Hanged-Man, Sword-Hanged-Man, Baton-Hanged-Man, Coin-Hanged-Man, Cup-Hanged-Man, Chalice-Hanged-Man, Death, Death-Sword, Death-Baton, Death-Coin, Death-Cup, Death-Chalice, Temperance, Temperance-Sword, Temperance-Baton, Temperance-Coin, Temperance-Cup, Temperance-Chalice, Rascal, Sword-Rascal, Baton-Rascal, Coin-Rascal, Cup-Rascal, Chalice-Rascal, Tower, Sword-Tower, Baton-Tower, Coin-Tower, Cup-Tower, Chalice-Tower, Star, Star-Sword, Star-Baton, Star-Coin, Star-Cup, Star-Chalice, Moon, Moon-Sword, Moon-Baton, Moon-Coin, Moon-Cup, Moon-Chalice, Sun, Sun-Sword, Sun-Baton, Sun-Coin, Sun-Cup, Sun-Chalice, Warrior, Sword-Warrior, Baton-Warrior, Coin-Warrior, Cup-Warrior, Chalice-Warrior, World, Sword-World, Baton-World, Coin-World, Cup-World, Chalice-World, the Fool, the Titan and the Knave.

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