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Jokers Stones or Mineral Switch

You Need: One standard deck of cards, a 3 X 6 grid, some markers to identify who
owns what card on the grid, and 2 players.
The Objective: In order to win the game, once the board is completely lled with placed
cards, whoever owns the most cards win.
How To Play:
One of the two players is chosen as dealer.
The dealer will set aside the two Jokers from the deck and take one, while giving one to
the opposing player.
The dealer deals a hand of 8 cards to himself and the opposing player.
The dealer then plays his Joker wherever he chooses within the grid. The opposing
player then lays their Joker wherever they choose, and takes the rst move by laying a
card from their hand onto a position on the grid.
Cards are !taken" from the opposing player based on numerical value. Ace is high. King
is higher than Queen, Queen than Jack etc. Example: If you playing a ten next to a ve
that results in that card becoming yours.
Due to the grid layout, every card projects its value on all four sides. A ten is worth ten
on all sides. Example: If you lay a ten with all four sides exposed, and I take the ten
from one side with a Jack, on your next turn you could take back the ten with another
Jack or higher value card. In this manner, both players compete for ownership of the
most cards.
An important element of the game is the idea of !chaining". Chaining allows the taking of
more then one card at a time. If you take a card, all cards attached to that card in a
straight line become yours. In this way, you can take cards that might have been a
higher value than your card, but have a smaller value card next to them. Chaining can
be done horizontally and vertically.
In the event of a card being played against a matching card, the suit decides the winner.
Suit Hierarchy is as follows : 1. Clubs. 2. Diamonds. 3. Hearts. 4. Spades
Example: A 3 of Clubs takes a 3 of Diamonds.
Each player marks their card with a colored stone. One player can be black, and the
other white, etc. If a player takes an opposing players card, they remove the opposing
players rock and place their own to indicate the new ownership.
Once the board is lled, count the number of cards each player owns. Whoever has the
most cards wins the game.
In the event of a draw, calculate the numerical value of cards owned. Face cards are
worth 10, and the Ace is worth 1. Whoever has the highest value is declared the winner.
In terms of design elements there are several factors at play.
Jokers function as a block for chains, and also allow a player to craft a strategy
immediately by placing the Joker in a manner that allows defensive play around it.
It also allows the players to dene their experience in this one manner, despite their
random hand and already dened playing eld.
The eld as an element is designed at it"s size to allow the players to ll the board, plus
add two jokers. The length allows board sweeping changes, potentially taking ve cards
at a time, and even another two vertically at once. I felt a larger size would be too
chaotic, and too time consuming.
The element of chaining is crucial to balancing the game. Due to the hand being
random out of the deck it is possible for one player to have a superior hand. By laying
cards strategically a player with a worse hand can still come out on top. Luring the other
player into positions where you can create a chain for maximum card ownership can
lead to a late game sweep. At times however the player may want to lay a card that
does not take a card, in order to set up a potential chain.
The stone markers are a necessary design element to keep track of card ownership.
Due to the chaining possibilities cards frequently change owners throughout the game.
The placing and removal of the markers also adds an element of tactility, and
psychologically invests you in your presence on the board. The markers also enhance
the spirit of competition, it can be demoralizing to have to remove your pieces.
The name Jokers" Stones is a reference to the stone markers and also to the element of
the Jokers on the board. The name alludes to the nature of the gameplay, you are trying
to outwit and, if possible, fool your opponent. The humor of it is more classic and sets a
light-hearted mood for competition. The name is in this case a design element in that it
sets up expectation for the experience to follow.

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