Tuesday, 18 June 2013
Wednesday, 12 June 2013
Major Project: Types of Card Games
Trick-taking games
The object of a trick-taking
game is based on the play of multiple rounds, or tricks, in each of
which each player plays a single card from their hand, and based on the values
of played cards one player wins or "takes" the trick. The specific
object varies with each game and can include taking as many tricks as possible,
taking as many scoring cards (or as few penalty cards) within the tricks won as
possible, taking as few tricks as possible, or taking an exact number of
tricks. Bridge, Whist, Euchre, Spades are
popular examples.
Major Project: Old and Modern Cards
Major Project: History of Cards
A playing
card is a piece of specially prepared heavy paper, thin cardboard,
plastic-coated paper, cotton-paper blend, or thin plastic, marked with
distinguishing motifs and used as one of a set for playing card games.
Playing cards are typically palm-sized for convenient handling.
A complete
set of cards is called a pack (UK English) or deck (US English), and the subset
of cards held at one time by a player during a game is commonly called a hand.
A deck of cards may be used for playing a variety of card games, with varying
elements of skill and chance, some of which are played for money. Playing cards
are also used for illusions, building card structures,
etc.
The front (or
"face") of each card carries markings that distinguish it from the
other cards in the deck and determine its use under the rules of the game being
played. The back of each card is identical for all cards in any particular
deck, and usually of a single color or formalized design. Usually every card
will be smooth; however, some decks have braille to
allow blind people to read the card number and suit. The backs
of playing cards are sometimes used for advertising.
Major Project: BRIEF
Problem
An incredibly
growing amount of games for smartphones and tablets makes people isolated from
the real communication.
More and more
interactive apps cage users’ attention, whereas traditional card games remain
the same.
Goal
To create an
alternative to a commonly known deck of playing cards, as well as a game based
on historical events and cultural peculiarities of different countries for both
educational and entertainment purposes.
Target
audience
Teenagers and
predominantly young people, who are interested in history and culture of
different countries, and suffer from lack of real face-to-face socialisation.
Challenge
To break into
a print games industry, and sell the newly created set of cards. Printed games
have been influenced a lot by digital games and apps. However, they still
remain popular, and need more variety to attract people of different interests
and get them together.
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