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Fallout New Vegas, The Upcoming Fallout Game |
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Kiln |
Oct 4 2010, 08:20 AM
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Forum Bard

Joined: 22-June 05
From: Balmora, Eight Plates

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So far I'm really looking forward to the new Fallout game coming out, New Vegas. It comes out later this month and I'm ecstatic about its upcoming release. I personally loved Fallout 3 with all the exploration, over the top characters, skills, and perks. I enjoyed it so much that I'll be in the store at midnight when the game is released and playing it until morning afterwards. In case you haven't heard of it there's a link to some information and also a link to some screenshots below. Looks like they've got some good voice talent as well as some very fun looking gameplay in my opinion...I'm really excited about this and if you liked Fallout 3 it looks like you'll enjoy this game as well. http://en.wikipedia.org/wiki/Fallout:_New_Vegashttp://media.xbox360.ign.com/media/143/14341976/imgs_1.html
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He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee. - Friedrich Nietzsche
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Replies
Thomas Kaira |
Jan 9 2011, 08:14 AM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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Caravan can be very confusing, so I've attempted to better organize the rules of the game. Please tell me if this helps you better understand how to play:
---Before you play...
You must own at least 30 cards to play.
A 54 card starter deck (The Tops set) can be obtained from Ringo during the tutorial.
---Building a deck
Identical cards are allowed, but they must be from different sets of cards. IE: You can place an Ace of Spades from The Tops set and an Ace of Spades from the Gomorrah set into your deck, but not two Aces of Spades from The Tops set.
30 cards per deck.
---The Goal
Build three lines of cards, competing to have each "caravan" contain the highest bid (numeric value) without going under 21 or over 26. The player who sells the most caravans (see endgame rules) wins the pot.
---Opengame Rules
To start, draw 8 cards and place one numeric card or ace of any suit on the table to start your caravans.
Discarding is not allowed during the initial round. [BUG] The player can actually make unlimited discards during the initial round because the game does not properly block the discard function and fails to give the opponent a turn if you do.
---Midgame Rules
Once the bids are started, you can spend your turn in three ways:
1. Play one card into your caravans and draw one card 2. Discard one card from hand and draw one card 3. Disband a caravan, removing it from the table
The second card placed on the caravan sets the direction, higher means all subsequent cards must be higher, and vice versa for lower.
You may also place any card that matches the suit of the previous card so long as it is not the same card (IE, you can't play a 3 of spades on another 3 of spades, but can on a 10 of spades). You may also change the direction of the caravan by doing so (IE: 9 of hearts, 7 of diamonds, 3 of spades, 5 of spades, and the descending caravan is now ascending).
Face cards are not played normally, they are instead attached to the top card in an existing caravan (placed to the side of it) to provide a special effect. Face cards may be played on the opponent's caravans as well as your own. See the card rules for more info.
---Endgame Rules
Once a caravan has reached a value between 21 and 26, it is "sold" and can no longer be modified.
If the opposing player manages to obtain a higher numeric value on his opposite caravan than the one you sold without going above 27, then you are outbid and the caravan sale becomes his.
The player who sold the most caravans when all caravans have been sold wins the pot.
If a caravan ties, the game continues until either player can sell it.
If either player runs out of cards, they lose automatically.
---Card rules
Numeric cards are worth exactly that number (10 of spades adds 10 to a caravan bid).
Aces are worth 1.
Attaching a Jack to a card removes that card and any other cards attached to it from the table.
Attaching a Queen to a card changes the caravan's direction and switches the current suit to the Queen's suit.
Attaching a King to a card doubles its value. This effect stacks (two Kings triples the card, and so on).
Attaching a Joker to a card 2-10 removes all other cards of that number (and their attachments) from the table. The card the joker was attached to, however, stays put.
Attaching a joker to an Ace removes all non-face cards of the Aces suit and their attachments from the table (IE: placing it on the Ace of Spades removes all 2-10s of spades from the table), save the ace it was played on.
Again, please let me know if this helps you understand this convoluted game a little better.
This post has been edited by Thomas Kaira: Jan 9 2011, 08:19 AM
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Rarely is the question asked, is our children learning?
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mALX |
Jan 9 2011, 03:27 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(Thomas Kaira @ Jan 9 2011, 02:14 AM)  Caravan can be very confusing, so I've attempted to better organize the rules of the game. Please tell me if this helps you better understand how to play:
---Before you play...
You must own at least 30 cards to play.
A 54 card starter deck (The Tops set) can be obtained from Ringo during the tutorial.
---Building a deck
Identical cards are allowed, but they must be from different sets of cards. IE: You can place an Ace of Spades from The Tops set and an Ace of Spades from the Gomorrah set into your deck, but not two Aces of Spades from The Tops set.
30 cards per deck.
---The Goal
Build three lines of cards, competing to have each "caravan" contain the highest bid (numeric value) without going under 21 or over 26. The player who sells the most caravans (see endgame rules) wins the pot.
---Opengame Rules
To start, draw 8 cards and place one numeric card or ace of any suit on the table to start your caravans.
Discarding is not allowed during the initial round. [BUG] The player can actually make unlimited discards during the initial round because the game does not properly block the discard function and fails to give the opponent a turn if you do.
---Midgame Rules
Once the bids are started, you can spend your turn in three ways:
1. Play one card into your caravans and draw one card 2. Discard one card from hand and draw one card 3. Disband a caravan, removing it from the table
The second card placed on the caravan sets the direction, higher means all subsequent cards must be higher, and vice versa for lower.
You may also place any card that matches the suit of the previous card so long as it is not the same card (IE, you can't play a 3 of spades on another 3 of spades, but can on a 10 of spades). You may also change the direction of the caravan by doing so (IE: 9 of hearts, 7 of diamonds, 3 of spades, 5 of spades, and the descending caravan is now ascending).
Face cards are not played normally, they are instead attached to the top card in an existing caravan (placed to the side of it) to provide a special effect. Face cards may be played on the opponent's caravans as well as your own. See the card rules for more info.
---Endgame Rules
Once a caravan has reached a value between 21 and 26, it is "sold" and can no longer be modified.
If the opposing player manages to obtain a higher numeric value on his opposite caravan than the one you sold without going above 27, then you are outbid and the caravan sale becomes his.
The player who sold the most caravans when all caravans have been sold wins the pot.
If a caravan ties, the game continues until either player can sell it.
If either player runs out of cards, they lose automatically.
---Card rules
Numeric cards are worth exactly that number (10 of spades adds 10 to a caravan bid).
Aces are worth 1.
Attaching a Jack to a card removes that card and any other cards attached to it from the table.
Attaching a Queen to a card changes the caravan's direction and switches the current suit to the Queen's suit.
Attaching a King to a card doubles its value. This effect stacks (two Kings triples the card, and so on).
Attaching a Joker to a card 2-10 removes all other cards of that number (and their attachments) from the table. The card the joker was attached to, however, stays put.
Attaching a joker to an Ace removes all non-face cards of the Aces suit and their attachments from the table (IE: placing it on the Ace of Spades removes all 2-10s of spades from the table), save the ace it was played on.
Again, please let me know if this helps you understand this convoluted game a little better.
This needs to be on it's own thread and PINNED !!!! AWESOME, Thomas Kaira !!!! Thank you !!!!
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Posts in this topic
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Malx,
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