Create a swimsuit that makes the edges of tanlines "fade" between tanned and untanned areas---perhaps using a mesh that becomes increasingly denser.
Saturday, July 30, 2011
Wednesday, July 27, 2011
New Toothbrush
Make a "stab proof" toothbrush. I always brush fast & end up stabbing myself in the mouth, which becomes a sore. If the end of a t-brush were soft, prob solved.
Tuesday, July 26, 2011
Bus Integration Movie
I need to write a film about the racial integration of schools in the 50's. The opening scene is the historic moment in Little Rock. Then rewind to well-meaning politicians intitiating the plan while another, smarter man fights it. He is jeered as standing in the way of progress, and the racists that oppose integration are the only standing by him, but he despises racism is actually sympathetic to blacks and knows how horrible this will be for them.
As the integration of schools continues, blacks and whites segregate into gangs like the would in a prison. School as a prison becomes thematic. One school is forced to hire a black teacher who is consistently beat up by white students.
As the integration of schools continues, blacks and whites segregate into gangs like the would in a prison. School as a prison becomes thematic. One school is forced to hire a black teacher who is consistently beat up by white students.
Sunday, July 24, 2011
3 Ideas: Cribbage, Snorkel, SF Homes
Forming ideas: (1) Cribbage game needs to be peddled locally to games in town; perhaps Matthew Ronan could do the art. I need to pay him... or offer a percentage. We need capital, and to form an LLC. The board needs to be different, useful, easy-to-read, creative. (2) I've also considered a snorkel device that let's you breathe through your nose AND mouth. (3) I want to turn some of the unusable homes in SF into functional ones--buy, fix up, rent out.
Thursday, July 21, 2011
Mafia Cards
The game of Mafia is played frequently, but there are no actual "cards" for the game. Everybody always uses regular dealing cards, which is fine, but why not create the actual cards for the game? It's worth 5 bucks. It would also have the "official" rules as well. These could be supplemented with "suggested" rules. We could explain the "spirit behind" or "point of" mafia.
It could have "scenarios" for the narrator to read, and maybe we could think of a more engaging job for the narrator.
All the "townspeople" could have specific jobs (like the Masons, who know that each other are townspeople). Perhaps there is a magician, who--right before he is killed by the townspeople--flips his card and says "I'm the magician!" and everyone goes to sleep (he then cannot be killed by the mafia for that round only... next round he is probably toast).
Perhaps people could have an "occupation" and a subterfuge as well (like a "race" and "class": you're a townsperson and you're a drunkard; you're a mafia and you're a general store manager, etc.)
There could also be cards that "move along the game". Something like "A Meeting of the Families" where the two Mafia families see each other during the night and know who each other are (they could then decide to kill each other, or to work together to kill the town, but they cannot speak).
CARDS:
Townspeople: Everyday "Jane" and "Joe"
Mafia: The Cosa Nostra and the Yakuza or the Mafia Russe -- might be best to just make up mafias or "families" that sound legit.
Sheriff (and Deputy): Find the mafia.
Corrupt Cop: Is one of the cops but is secretly working for the mafia. Only for REALLY large games.
Masons: Townspeople, but they know each other are townspeople, too. Only wake up in first round.
Doctor: Heals someone every round.
The Rat: Part of the Mafia but is secretly working for the cops. Only for REALLY large games.
Serial Killer: Kills a random person every 5 rounds, beginning with the first round. Needs to be killed for the townspeople to win. He is not a part of the mafia. He's just a psycopath.
Witness: Has the option to "peek" in the middle of the night to see who the mafia are killing. If (s)he is caught, the mafia are obviously going to killer him/her.
Cult Zombie: If (s)he is killed, (s)he returns first during the night phase and "infects" a new player. During the following night phase, the narrator taps them during the zombie phase, they "arise" as a new zombie and "infect" another player. During the daytime phase, they cannot say anything but "brains" or gurgle. If any player who wakes up in the middle of the night (doctor, sheriff, mafia) points to one of the zombie players or the infected players, that player dies instantly. New zombies never wake up for their previous occupation before they were undead (they are not a mafia zombie).
TOWNSPEOPLE "JOBS":
Blacksmith
General Store Manager
Town Drunkard
Scientist
Firefighter
Magician: when he is about to be lynched or killed, he escapes death once by turning over his card and saying "I'm the Magician!" The townspeople may not kill him, but the mafia probably will.
Suicide Bomber: can "optionally" blow up himself right before he dies, taking the two living people on his right/left to the grave with him.
Lovers: when one dies, the other one dies as well. They know who each other are and that they are both townspeople, but no one else does. They must vote the same.
Rabble Rouser: as long as he lives, there are two lynchings per day.
Kidnapper:
It could have "scenarios" for the narrator to read, and maybe we could think of a more engaging job for the narrator.
All the "townspeople" could have specific jobs (like the Masons, who know that each other are townspeople). Perhaps there is a magician, who--right before he is killed by the townspeople--flips his card and says "I'm the magician!" and everyone goes to sleep (he then cannot be killed by the mafia for that round only... next round he is probably toast).
Perhaps people could have an "occupation" and a subterfuge as well (like a "race" and "class": you're a townsperson and you're a drunkard; you're a mafia and you're a general store manager, etc.)
There could also be cards that "move along the game". Something like "A Meeting of the Families" where the two Mafia families see each other during the night and know who each other are (they could then decide to kill each other, or to work together to kill the town, but they cannot speak).
CARDS:
Townspeople: Everyday "Jane" and "Joe"
Mafia: The Cosa Nostra and the Yakuza or the Mafia Russe -- might be best to just make up mafias or "families" that sound legit.
Sheriff (and Deputy): Find the mafia.
Corrupt Cop: Is one of the cops but is secretly working for the mafia. Only for REALLY large games.
Masons: Townspeople, but they know each other are townspeople, too. Only wake up in first round.
Doctor: Heals someone every round.
The Rat: Part of the Mafia but is secretly working for the cops. Only for REALLY large games.
Serial Killer: Kills a random person every 5 rounds, beginning with the first round. Needs to be killed for the townspeople to win. He is not a part of the mafia. He's just a psycopath.
Witness: Has the option to "peek" in the middle of the night to see who the mafia are killing. If (s)he is caught, the mafia are obviously going to killer him/her.
Cult Zombie: If (s)he is killed, (s)he returns first during the night phase and "infects" a new player. During the following night phase, the narrator taps them during the zombie phase, they "arise" as a new zombie and "infect" another player. During the daytime phase, they cannot say anything but "brains" or gurgle. If any player who wakes up in the middle of the night (doctor, sheriff, mafia) points to one of the zombie players or the infected players, that player dies instantly. New zombies never wake up for their previous occupation before they were undead (they are not a mafia zombie).
TOWNSPEOPLE "JOBS":
Blacksmith
General Store Manager
Town Drunkard
Scientist
Firefighter
Magician: when he is about to be lynched or killed, he escapes death once by turning over his card and saying "I'm the Magician!" The townspeople may not kill him, but the mafia probably will.
Suicide Bomber: can "optionally" blow up himself right before he dies, taking the two living people on his right/left to the grave with him.
Lovers: when one dies, the other one dies as well. They know who each other are and that they are both townspeople, but no one else does. They must vote the same.
Rabble Rouser: as long as he lives, there are two lynchings per day.
Kidnapper:
Wednesday, July 20, 2011
Cribbage Confetti
GENERAL IDEA:
I've been thinking about creating an expansion for the game "cribbage." I don't think anyone owns the rights to the game, so why not re-create something for today's board gamers. As I stewed on the idea, it occurred to me that there aren't too many "new" players to cribbage, which is a GREAT two-person game (of which there are few). Today, I thought, "What if I COMPLETELY re-invented the game of cribbage for today's gamers? Something like Munchkin meets Cribbage?" That way, you get the old players, who could essentially buy an "expansion" for their existing game.
New gamers, however, could see the new game and say "Hella cool! Somebody freaking re-invented cribbage!" It could bind old players and new players. Old players are familiar with the basic principals, so they would fall in line fairly easily. And the new players get the added bonus of, basically, an entirely new game. It might open older game-players to games like "Munchkin" as well.
Make an iPhone and Android version as well.
RULES
Questions: At what point is a point actually considered "pegged"? When the back peg is put in the hole, I think.
Need a glossary of all terms.
Need rules about using jokers.
"Reaction time" to counter the effects of another card is 4.77 seconds—the mathematically average point hand in the game. The owner of the game can elect a "wait" rule, in which players have 4.77 seconds to say "WAIT!" to look through their cards and make a selection. Players that say "WAIT" MUST play a Dealer Bonus card, though, even if it means throwing one into the discard pile.
A new "round" begins once the new Dealer has collected all the cards.
"Card Laid Is A Card Played."
THE BOARD:
Re-inventing the game also means more profit: a completely new (longer) game board—probably 60 points longer with a "fifth" and "sixth" street—with higher scoring point possibilities due to the expansion cards. Multiple quality boards could be created: high end to low end. It could include additional expansions with time as well (up to 8 players, where the expansion board "wraps around" the existing board). Create a board where FOUR people can play.... cribbage lamely makes it so only 3 can play.
IF there is a 6 player expansion, things are probably okay. If there is an 8 player expansion, only 4 cards would be left if everyone was dealt 6 cards, so it may need to be limited to 5 cards per person.
With the board, there is a "Highway to the danger" zone (kind of like the "safe" zone in the game "Sorry!"). In this zone, no one can be affected adversely by CONFETTI cards. If your front peg is in the zone (which could be the last 30 peg points or so), you can STILL be affected adversely by the "Dealer Bonus" cards BUT ONLY by someone else in the "Highway to the danger" zone... kind of like a shoot-out between the top players. The last 10 pegs are a "Peg it home!" zone: every point of the last 10 points MUST be scored "traditionally" without any card assistance; the "Highway to the danger" zone incorporates this zone as well. If you have bonus cards, they can only get you up to the threshold of the zone. Perhaps the board could NOT be flat and have some sort of "rolling hills" that still fold over on each other. Perhaps there could be a train theme or themes for the different peg paths: a train track, a road, a walking path, a rocky path, etc.
"Cribbage Confetti 2" (5-8 player expansion): to compensate for the new players, REINVENT the deck: either add new suits/colors or new card numbering. Expansion board: create another board that would "wrap around" the existing four-person board and open the game for six-to-eight players.
CARD PLAY:
I may need to make the game so that players can pull out a "weapon" of some sort or collect cards of some sort that they can play at any time: similar to kicking open a door in Munchkin and then taking the following card.... don't know exactly how this would work yet. Perhaps a "Dealer Bonus" where (every time you're the dealer) you get a bonus card. These are cards that would help you greatly or adversely affect other players or cancel any bad cards played on you. You can only have five in your possession at any one time. Once you have more than five, you must play as many as necessary to get you back down to five cards before the next deal. If you try to hold more than five, you risk getting caught. If anyone asks if you have more than five cards and you do, you must instantly forfeit the superfluous cards (and cannot play them for yourself or against anyone else). BIG QUESTION: "When can Dealer Bonus cards be played?" Probably anytime during play. Every player starts with 2 Dealer Bonus cards.
There need to be extra (blank) dealer bonus and confetti cards.
CONFETTI cards are turned over after the dealer takes his/her dealer bonus card but before dealing six cards to everyone. Under normal circumstances, the dealer receives 4 cards in their crib. If there are 2 players, each player puts 2 cards into the dealer's crib. If there are 3 players, the dealer puts 2 cards into his/her crib and the other players put one card in, the other two cards go into a "dead" pile. If there are 4 players, everyone contributes 1 card to the dealer's crib, and the other four cards go into a "dead" pile. (I don't know how to handle the crib for a six-to-eight person expansion.)
CONFETTI CARD IDEAS:
(these cards are turned over after the dealer deals to every player, before discards into the crib)
"The Five and Dime Creates 15-3" : all 15's are worth 3 points this round.
"Crazy Eight Invasion" : all 8's are wild this round. They are still counted as "8" during the lay-down phase, but during the hand-point phase they can be any card in a traditional deck.
"Someone Let the Crib Out (and now it's dead)" : there is no crib this turn and everyone throws their discards into the "dead" pile.
"No More Negativity" : No "negative" Dealer Bonus cards (cards that take peg points away from other players) may be played this round.
"Mega Crib" : Every player must discard AT LEAST one card into the crib. Players may discard more, if they wish, and the crib can have any number of cards in it, but all players must keep four cards in their hand.
"Sweet Sixteen" : 15's are worthless and 16's are worth 2 points. This applies to the lay-down phase and the hand-point phase.
"No Cut Confetti" : There is no cut and no starter card this time. Everyone makes due with just a hand of 4.
"Five Card Stud" : All players only receive 4 cards this turn. Cut a starter card as usual. There is no crib.
"Fuzzy Math" : All players must go back 10 peg points.
"The Old Switcharoo" : Players can blindly trade cards (without telling what the card is) with other players as many times as they want before discarding into the crib. Trades must be for the same number of cards.
"Who Taught You How To Cut a Deck?!!?" : the cut can be "recut" until AT LEAST one of the players is okay with the starter card. Every time a Jack is cut, though, the Dealer gets nibs.
"The Shoe Is on the Other Foot" : Every player, after looking at his/her hand, immediately passes it to the player on the left... that is their new hand.
"Double Cross" : there are TWO cards cut, and players can choose either one (but not both) for their hand (if there are two jacks, the dealer DOES get nibs twice).
"The Rich Get Richer While the Poor Get Poorer" : The leading player moves forward 10 paces and the last player moves backward 10 paces.
"The French Revolution" : The lowest-peg player is now the aristocracy, and (s)he switches peg points with the highest-pegged player. If multiple players are tied for first, they ALL go down to the lowest peg. The same applies to players tied for last advancing to first.
"Beverage Bonus" : Every player that currently has a beverage gets a 10 peg point bonus. Empty cups do not count.
"You THOUGHT You Scored a Ton of Points Last Round" : All players must move their front peg backwards half the distance between their front and back peg. Round up if the split is uneven.
"No Poor Tax" : Every player keeps—and plays—with all six of their cards, and there is no crib. Sorry, Dealer.
"Too Much Money in the Market!": every player is dealt 2 EXTRA cards and everyone discards 4 cards - two to him/herself, one to the player on the right, one to the player on the left; everyone has a crib this time!
"Double Down" : all points pegged in the lay-down phase are worth double. Thirty-one is worth four, runs of three are worth six, fifteens are worth four, pairs are worth four, etc.
"Christmas Bonus" : Every player draws a "Dealer Bonus" card beginning with the player to the dealer's left and going clock-wise. Yes, the dealer gets TWO "Dealer Bonus" cards this round.
"A Worthless Hand" : Every player's hand can only be used to count points in the lay-down phase; the hand-point phase gives everyone zero. The crib(s), however, WILL be counted.
"Lucky Green!" "Lucky Blue!" "Lucky Yellow!" and "Lucky Red!" : That respective color peg moves forward 15 peg points. If that color isn't playing, disregard this card and turn over a new one.
"Unlucky Green!" "Unlucky Blue!" "Unlucky Yellow!" and "Unlucky Red!" : That respective color peg moves backward 10 peg points. If that color isn't playing, disregard this card and turn over a new one.
"No Sacrifice Is Too Small" : Everyone must sacrifice 1 Dealer Bonus card to the discard pile or go backwards 15 peg points.
"No Shirt, No Shoes, No Service" : Anyone who is not wearing a shirt AND shoes must discard his/her entire hand to the dead pile and sit out this round. Play continues as though the player(s) were not playing this turn. If the dealer is not playing, there is no crib. If ONLY one player remains, (s)he plays both the lay-down phase and the hand-point phase by him/herself. Yes, sandals count as shoes. No, socks do not.
"Pie in the Face" : Every player that lays down a face card during the lay-down phase must say "Pie!" before the next player plays. If (s)he does, (s)he advances one point. If not, and another player yells "Pie!" before the next player lays down, the player that forgot must go back 1 peg point.
"Triple Double" : All pairs are worth three this round, instead of two. One pair is worth three. Three-of-a-kinds are worth nine. Four-of-a-kinds are worth eighteen.
"The Recession Hits Cribbage" : Fifteens are only worth one point this round during both phases.
"Hearts Invasion" : All hearts are trump this round. During the lay-down phase when a player scores, another player can steal the points by sacrificing a heart card and saying "Hearts are trump!" The King of Hearts is the highest trump. Trumps do not add to the count at all, so a trump can be played after 31. If any other player holds a higher heart in-hand, (s)he may counter-trump. Play then continues following the player who trumped and pegged the points. During the hands-point phase, every heart in a player's hand is worth an extra point, and the Queen of Spades is worth 13 points.
"Spades Invasion" : All spades are trump this round. During the lay-down phase when a player scores, another player can steal the points by sacrificing a spade card and saying "Spades are trump!" The King of Spades is the highest trump. Trumps do not add to the count at all, so a trump can be played after 31. If any other player holds a higher spade in-hand, (s)he may counter-trump. Play then continues following the player who trumped and pegged the points. During the hands-point phase, every spade in a player's hand is worth an extra point, and whichever player(s) hold(s) the most spades get(s) an extra 5 peg points.
"Aces Get Mystical" : Aces are both high AND low this round. They can be used in runs after Kings as well as before Twos. Players can have a "circular run" (for example: King, Ace, Two). Aces can also be counted as either a one OR an eleven during the lay-down phase AND the hand-point phase.
"Energy Drink Burst" : All players move forward 10 peg points.
"Your Cheap Uncle Gives You Five Bucks For Your Birthday" : All players moved forward 5 peg points.
"No Fish on Friday" : If it's Friday and you didn't eat fish, move forward 10 points.
"Boring Cribbage Is Still Fun" : This is a regular, "boring" game of cribbage, and no Dealer Bonus cards can be played (including cards that would cancel this card).
"Laissez Faire Economics" : All players can freely trade Dealer Bonus cards this round before the lay-down phase. You cannot have more than the maximum number of cards allowable, but you may freely trade however you wish.
"Poker Confetti" : After the hand-point phase, whoever has the best poker hand (including the cut) gets an additional 10 peg points.
"I Forgot How To Flush" : Due to a chronic misunderstanding of the basic rules, flushes can be achieved by having cards that are all the same color this round. The player(s) get these points by saying, "All reds" (or whatever color they are) during the hand-point phase. This applies to cribs as well.
"Dueces, Aces, One-Eyed Faces" : All Ace's, Two's, and face cards showing one eye are worth an extra point in the hand-point phase.
"What are you gonna do? Shoot us all?" : No, Ace, just you. Aces are worthless this hand, and must be discarded immediately. They are not replaced with anything; players go at it with fewer cards. And if a player is supposed to give cards into the crib, (s)he must still do so.
"Forty-One For Four" : During the lay-down phase this turn, instead of counting to 31, the count is to 41. If any player lands on 41, they get four points instead of two. Any player who gets go points for less than 41 moves two peg points instead of the traditional one point.
"Faces are Inflated" : All face cards this round are worth 11 instead of 10.
"Gut Shot? GOT IT!" : Any player with a gut shot in their hand or crib can choose to EITHER use the starter card that was cut OR choose to use the card necessary to fill the gut-shot. If they choose a jack, the Dealer does not get nibs.
"Raggedy Ann AND Raggedy Andy" : Any player that scores a "Raggedy Ann" hand (A-A-6-7-8) or a "Raggedy Andy" hand (2-2-6-7-8) scores 24 points for BOTH hands—plus any extra nobs or flush points.
"Ultra Mega Muggins" : If a player miscounts, pegs his/her points, and neglected to count something, the player who first calls "Muggins!" and corrects the counter's score receives three times (3x) the missed points. If anyone calls "Muggins!" when no points were missed, (s)he must go back ten peg points.
"Mean Muggins" : If a player miscounts, pegs his/her points, and neglected to count something, the player who first calls "Muggins!" and corrects the counter's score steals ALL of that player's points, and the player who miscounted must remove all the points (s)he pegged. If anyone calls "Muggins!" when no points were missed, (s)he must forfeit all the points in his/her hand—if the points are already pegged, they must be unpegged.
"Up For Up Sticks" : Any players who are currently "Up Sticks" are each dealt a card, face-up, from the dealer. Players then advance the number of points on the card (face cards are worth 10). The dealer continues to give cards to Up Sticks players until no one is tied or no cards are left. "Dealer Bonus" cards cannot be played while these points are being rectified. Once done, the Dealer collects teh cards, reshuffles, and play continues as normal.
"GET OFF FIRST STREET!" : Any players with pegs on "first street" (peg points 1-30) must move the peg(s) off first street by going back to the start of the game.
"GET OFF SECOND STREET!" : Any players with pegs on "second street" (peg points 31-60) must move the peg(s) off second street by placing them somewhere before the start of second street.
"GET OFF THIRD STREET!" : Any players with pegs on "third street" (peg points 61-90) must move the peg(s) off third street by placing them somewhere before the beginning of third street.
"GET OFF FOURTH STREET!" : Any players with pegs on "fourth street" (peg points 91-120) must move the peg(s) off fourth street by placing them somewhere before peg point 91.
"Beginner's Luck" : Anyone who has never played Cribbage Confetti can peg 15 points.
"Change For a Dollar" : Anyone who has at least a dollar in change in their pocket when this card is turned over scores 10 points.
"Something Bad Happens to the Dealer" : The Dealer must either choose to discard a Dealer Bonus Card, go back 15 points, or forfeit the crib into the "dead" pile.
"Renege Whenever" : During the lay-down phase, players can "renege" – pass even when they are able to play – as many times as they like. The player next to the Dealer, however, MUST lead as usual for the first card. If ALL players renege during a turn, the lay-down phase ends immediately. If one player finishes laying down, the lay-down phase ends after every other player has a chance to lay-down one more card.
DEALER BONUS CARD IDEAS:
(some of these can probably be "repeats" and occur fairly commonly: like the"Extra Peg Points" and "Negative Peg Points" kind-of-cards). Note: Dealer Bonus cards can NEVER be the winning points
"Card Canceled" : This card, when played on any other "Dealer Bonus" card, instantly cancels the effects of that card. Discard both cards.
"That Dealer Bonus Is Stupid" : This card, when played on any other "Dealer Bonus" card, instantly cancels the effects of that card. Discard both cards.
"Extra Peg Points" : this card gives a peg bonus: 5 pegs (common card), 10 peg points (less common).
"Negative Peg Points" : whoever you play this card on must go backwards 5 pegs, 10 pegs.
"Steal a Bonus" : you steal another player's bonus card from their hand, and discard this card.
"Garbage Digger" : you dig through the Dealer Bonus discard pile and take a bonus card. Discard this card.
"Peekaboo" : you look through someone else's bonus cards and find out what they have.
"New Cut" : This card must be played after a cut before laying down begins. The starter card is removed, and the player of this card re-cuts the deck to a new starter card.
"Fade to Black" : whenever this card is played, the lay-down phase ends instantly. Any points not yet pegged are lost. Proceed to the hand-point phase.
"Sleight of Hand Job" : Switch hands with the player of your choice. If they have already discarded into the crib or dead pile, you must also discard in order to exchange the same number of cards.
"I Hate CONFETTI!" : This card must be played before cards are discarded. The confetti card(s) for this round must be discarded, and play continues normally as though there were no Confetti card.
"Left Overs Tonight" : Resurrect the Confetti Card(s) from the last round and add it/them to the existing Confetti Card(s).
"Confetti Swap" : This card must be played before cards are discarded. Discard the current Confetti card and turn over a new one.
"New Confetti Color" : This card must be played before cards are discarded. The player of this card replaces the current confetti card with one of his/her choice from the discard pile. If there are multiple confetti cards in play, the player may only replace one. If no confetti card is in play, the player may add one.
"Confetti Cornocopia" : This card must be played either before cards are discarded or after the lay-down phase before any hand points are counted. The player turns over a second confetti card. BOTH cards are in play for this round. If they conflict at all, the most-recently turned over card has priority.
"Double or Nothing" : After counting all of his/her hand-points, the player of this card cuts the deck. If the cut is an EIGHT or higher, (s)he doubles his/her hand-points. If it is a SIX or less, (s)he sacrifices the hand and receives no points. A SEVEN has no effect. This card can, alternatively, be played for a crib.
"Half Your Hand" : The player of this card steals half the points from another player's hand (rounding down) and pegs them for his/herself.
"Absolute Zero" : If the player of this card scored absolutely nothing in his/her hand, (s)he gets 19 points. This card does not work on a crib.
"Stop Holding Your Cards Where I Can See Them" : This card must be played before the lay-down phase begins. If you can name all the cards another player has in his/her hand because that player held their cards where you could easily see them, you take all of his/her points during the hand-points phase. That player still keeps his/her points for the lay-down phase. If your guess at their hand is wrong, nothing happens, and this card is discarded. This card cannot be played if "The Shoe Is on the Other Foot".
"Well, You Shouldn't Be Looking At My Hand Anyway" : If a player just tried to steal your points because they peeked at your hand, (s)he does NOT get your points and, instead, must forfeit his/her hand into the dead pile and sit this round out.
"Royalty First" : This card, when played on a hand (or crib) of all face cards, gives an extra 15 peg points.
"No Buyer's Remorse" : The player of this card orders the starter card to be cut immediately, face-down. (S)he then gets to peek at the starter card before discarding into the dead pile and/or crib.
"Dead Man's Hand" : If any player has a dead man's hand (without the starter card) and this card is played on him/her, that player is now dead. That is, his/her pegs are removed from play, and his/her Dealer Bonus cards are discarded. That player may return on the next round as a "new" player starting at zero and receiving two Dealer Bonus cards, if (s)he wishes. (A dead man's hand contains the two black aces and two black eights).
"Put a Fake Beard On The Dealer" : The Dealer is no longer recognized as the Dealer for this hand. If (s)he has already taken a Dealer Bonus card, (s)he keeps it; otherwise, (s)he does not receive one. The Bearded Dealer also receives no crib. Any subsequent cards that maliciously (or favorably) affect the dealer have no effect.
"I'm Not a 'Player'; I'm a 'Contributing Observer'" : The player of this card is no longer a "player" for the rest of this round. All cards that affect a "player" do not affect the new "Contributing Observer."
"I'll Keep 'Em All" : Player of this card gets to keep his/her entire hand and does not discard to the crib or the dead pile. If the dealer can make up for the missing crib card(s) by not discarding into the "dead" pile, (s)he may. If not, the crib is short.
"Make Sure To Flush Twice" : AFTER this card is played, all subsequent flushes that are counted are worth double.
"Deal Bonus" : This card must be played before the starter card is revealed to everyone. The player of this card receives two extra cards from the Dealer to make up their hand. (S)he can only retain four cards (unless another card says otherwise) and must discard all excess cards to the "dead" pile.
"Yeah, We're Moving On Up! To the East Side!" : The player of this card immediately moves up to the lowest point of the next street. However, (s)he cannot "move on up" any higher than third street.
"Pones p0wned!" : All pones – anyone who is not the Dealer – must go back 5 peg points.
"Mad Muggins" : If a player called "Muggins!" on your hand and you are mad about the result, play this card. (S)he gets no "Muggins" points, and you retain any points you pegged (if you would have lost any).
"From the Grave" : If you just lost points because of one or more other player(s), you still lose the points... but so do they! Any player who played cards against you loses the same number of points you lost, regardless of how much or little they contributed to your downfall.
"Russian Roulette" : Play before the Dealer starts to deal. The Dealer shuffles and deals one card, face-up, to every player until the first Ace comes up. The player who received the ace must go back 20 peg points. The Dealer then collects the cards, shuffles, and play continues as normal.
"Who's the Joker Now?" : Play before the Dealer starts to deal. The player who played this card can either add one of the two jokers into the game as a wild or remove a joker if it is currently in the deck.
"I Would Rather Forfeit A Card" : You can sacrifice this card AND another dealer bonus card you posses to completely remove ANY card in play for the remainder of the game. The immediate effect of the removed card is canceled, and all three cards are not to be used for the rest of the game.
"I Will Take Some Points, Too!" : If another player just scored, the player of this card is entitled to the same number of points.
"Statistically Impossible!" : The odds of scoring a "traditional" 29-point hand (5-5-5-J in hand with a starter 5 card that suits the J) are 216,580 to 1. If that EXACT hand comes up (NO WILDS!), and this card is played, the player with the traditional 29-point hand automatically pegs out. The statistical chances of this happening are less than one in a million.
"Steal Some Cards" : This card must be played before the lay-down phase. The player of this card may force another player to trade up to two cards from his/her own hand by choosing, at random, from the hand or crib of any other player.
"New Hand!" : This card must be played before the lay-down phase. The player of this card discards his/her hand into the "dead" pile and receives a new hand with the same number of cards from the deck.
"I'll Trade Eight Points For What Is Behind Door Number Two!" : This card must be played before the lay-down phase. The player of this card must turn over their hand, revealing four cards worth at least eight (8) peg points, including the starter card. The player then discards his/her hand into the "dead" pile and receives a new hand from the Dealer with eight cards to choose from. (S)he can still only have four cards in-hand after discarding.
"Who Dealt This Garbage?" : This card must be played before the lay-down phase. The player of this card motions for an immediate re-shuffle and re-deal the hand. All players, beginning with the Dealer and going clock-wise must vote "for" or "against" a re-shuffle and re-deal. In the event of a tie, the player of this card casts the tie-breaking vote. The Dealer and Confetti card remains the same, and there is no additional "Dealer Bonus" card drawn.
"Don't Move My Pegs!" : If another player moved your pegs instead of their own and you toss this card before (s)he corrects the mistake, (s)he must forfeit the peg points (s)he was going to score.
"Kamikaze!" : The player of this card may sacrifice up to twenty (20) peg points to send one other player backwards the same number of points.
"Fiduciary Irresponsibility" : All players must give the player of this card five (5) of his/her peg points. This card cannot be played if "No Poor Tax" is showing.
"Everyone: Give Me a Card!" : This card must be played before the lay-down phase is over. All players must give the player of this card one card from their hand—if they have one. The player of this card can then mix up those cards with his/her own cards and redistribute them however (s)he chooses. Every player who gave a card must receive one back.
"Bonus Card Shuffle" : All players who have a Dealer Bonus card must give one to the player of this card. That player can then mix them with his/her own and redistribute them however (s)he chooses. Every player who gave a card must receive one back.
"Column A or Column B" : The player of this card may elect to immediately take either 15 peg points or a new Dealer Bonus card.
"A Little of Column A, A Little of Column B" : The player of this card may take 5 peg points and draw a Dealer Bonus card.
"Nickel Slots" : This card must be played before the Dealer begins to deal. The Dealer shuffles and turns one card, face-up, to the player of this card. If the card is SEVEN or lower, the player loses 5 peg points. If the card is NINE or higher, the player gains 5 peg points. EIGHTS have no effect. The Dealer continues to turn cards over as long as the player says, "Hit me." If the player says, "I'm done", or no longer has 5 peg points to bet, the side game ends, this card is discarded, and play continues as normal.
"Closed For the Holidays" : This card must be played before the lay-down phase. The final peg hole is closed, and no one can win this turn by pegging out.
"Glass Ceiling" : Whichever player this card is played on can only count 10 points from his/her hand. All other points are discarded.
"Robin Hood" : Whoever this card is played on must give half of his/her hand points to the lowest scoring player.
"Not In My Crib!" : This card must be played by a player collecting a crib before any cards have been discarded to him/her. The player can deem two card values INADMISSIBLE to the crib (like "No Aces" and "No Jacks"). Players playing into the crib must accommodate the demand. If another player ONLY has the unwanted cards (like A-A-A-J-J-J), (s)he is allowed disregard the demand.
"I'm Shooting the Moon" : This card must be played before the lay-down phase. The player of this card believes (s)he has the highest points in-hand this round—without the positive or negative effects of ANY Dealer Bonus card. If the player does, (s)he received DOUBLE the points. If not, the player who DOES have the highest hand steals all of this player's hand points.
"Bring the Dead To Life" : The player of this card must not currently have a crib. (S)he may draw up to four cards face-down from the "dead" pile for a crib. The player to his/her right is entitled to shuffle the dead cards first, if (s)he wishes.
"All Your Base Are Belong To Us" : The player of this card must not currently have a crib. (S)he may steal an unopened crib from another player.
"Queen Sacrifice" : The player of this card is able to nullify the effects of either a Dealer Bonus or Confetti card by sacrificing a Queen into the "dead" pile. If points have already been pegged because of the Queen, the points are retained. Otherwise, the player must play as if (s)he were one card short.
"Lay'n Violation" : This card must be played during the lay-down phase. As soon as this card is played, the player automatically becomes the next player to lay-down and may play up to two cards simultaneously from his/her hand. Play then continues with the player who was skipped.
"Life Isn't Fair... But It Just Got Better" : If another player has a hand that has 15 or more points than your hand, you can peg an extra 15 points.
"Thou Shalt Not Commit Assaultry" : If the player of this card was just assaulted by another player (that is, points were lost), then the offending player must leave the street (s)he is currently on, moving backwards.
"I Like My Cards Just the Way They Are, Thank You." : The player of this card is entitled to disallow anyone from touching, taking, "peeking" at, or otherwise doing anything to disturb his/her current cards.
"A Fighting Chance" : If the player of this card is in last place, (s)he may move his/her front peg to be "up sticks" with the player who is in second-to-last place. Otherwise, this card can be played for a 5 peg point bonus.
"Game Changer Negative" : Every player but the player of this card loses 10 peg points.
"Game Changer Positive" : Every player gains 10 peg points.
"Doppelganger" : This card must be played before the lay-down phase. The player of this card choose another player to be his/her doppelganger for this round. Any points you peg, so does (s)he. Any points (s)he pegs, so do you. The same goes for points LOST, too.
"Damage Control" : If the player of this card just lost a lot of points, (s)he is entitled to recover half of them (rounding down) and peg them now.
"Little Hand Or Little Crib" : The player that this card is played on must remove half of the cards (rounding down) of either his/her hand or crib into the "dead" pile.
"No Threats! No Blackmail!" : This card must be played on another player who is attempting to threaten or blackmail another player with use of a Dealer Bonus card. The player who threatened must discard the Dealer Bonus card(s) that (s)he threatened to use (if a card was specifically mentioned). If (s)he was lying (and does not possess said card) (s)he must discard ALL of his/her Dealer Bonus cards. If (s)he was vague in his/her threat, (s)he cannot play ANY Dealer Bonus cards for the remainder of this round but retains all his/her cards.
EXPANSION PACK IDEAS:
Cribbage Confetti 2 (5-8 player expansion): to compensate for the new players, REINVENT the deck: either add new suits/colors or new card numbering. Add another board that goes AROUND the existing one.
There need to be blank cards in case any are lost.
Maybe split it into 2 expansions: Confetti 2 is for 5-6 players with new Confetti and Dealer Bonus cards (but maybe don't need to reinvent the actual playing deck). Confetti 3 would be the 7-8 player expansion with a bigger board, new Confetti and Bonus cards, and additions to the traditional deck.
Put an icon at the bottom of expansion cards so that it is easy to tell them apart if people want to revert to older versions to teach new friends.
I've been thinking about creating an expansion for the game "cribbage." I don't think anyone owns the rights to the game, so why not re-create something for today's board gamers. As I stewed on the idea, it occurred to me that there aren't too many "new" players to cribbage, which is a GREAT two-person game (of which there are few). Today, I thought, "What if I COMPLETELY re-invented the game of cribbage for today's gamers? Something like Munchkin meets Cribbage?" That way, you get the old players, who could essentially buy an "expansion" for their existing game.
New gamers, however, could see the new game and say "Hella cool! Somebody freaking re-invented cribbage!" It could bind old players and new players. Old players are familiar with the basic principals, so they would fall in line fairly easily. And the new players get the added bonus of, basically, an entirely new game. It might open older game-players to games like "Munchkin" as well.
Make an iPhone and Android version as well.
RULES
Questions: At what point is a point actually considered "pegged"? When the back peg is put in the hole, I think.
Need a glossary of all terms.
Need rules about using jokers.
"Reaction time" to counter the effects of another card is 4.77 seconds—the mathematically average point hand in the game. The owner of the game can elect a "wait" rule, in which players have 4.77 seconds to say "WAIT!" to look through their cards and make a selection. Players that say "WAIT" MUST play a Dealer Bonus card, though, even if it means throwing one into the discard pile.
A new "round" begins once the new Dealer has collected all the cards.
"Card Laid Is A Card Played."
THE BOARD:
Re-inventing the game also means more profit: a completely new (longer) game board—probably 60 points longer with a "fifth" and "sixth" street—with higher scoring point possibilities due to the expansion cards. Multiple quality boards could be created: high end to low end. It could include additional expansions with time as well (up to 8 players, where the expansion board "wraps around" the existing board). Create a board where FOUR people can play.... cribbage lamely makes it so only 3 can play.
IF there is a 6 player expansion, things are probably okay. If there is an 8 player expansion, only 4 cards would be left if everyone was dealt 6 cards, so it may need to be limited to 5 cards per person.
With the board, there is a "Highway to the danger" zone (kind of like the "safe" zone in the game "Sorry!"). In this zone, no one can be affected adversely by CONFETTI cards. If your front peg is in the zone (which could be the last 30 peg points or so), you can STILL be affected adversely by the "Dealer Bonus" cards BUT ONLY by someone else in the "Highway to the danger" zone... kind of like a shoot-out between the top players. The last 10 pegs are a "Peg it home!" zone: every point of the last 10 points MUST be scored "traditionally" without any card assistance; the "Highway to the danger" zone incorporates this zone as well. If you have bonus cards, they can only get you up to the threshold of the zone. Perhaps the board could NOT be flat and have some sort of "rolling hills" that still fold over on each other. Perhaps there could be a train theme or themes for the different peg paths: a train track, a road, a walking path, a rocky path, etc.
"Cribbage Confetti 2" (5-8 player expansion): to compensate for the new players, REINVENT the deck: either add new suits/colors or new card numbering. Expansion board: create another board that would "wrap around" the existing four-person board and open the game for six-to-eight players.
CARD PLAY:
I may need to make the game so that players can pull out a "weapon" of some sort or collect cards of some sort that they can play at any time: similar to kicking open a door in Munchkin and then taking the following card.... don't know exactly how this would work yet. Perhaps a "Dealer Bonus" where (every time you're the dealer) you get a bonus card. These are cards that would help you greatly or adversely affect other players or cancel any bad cards played on you. You can only have five in your possession at any one time. Once you have more than five, you must play as many as necessary to get you back down to five cards before the next deal. If you try to hold more than five, you risk getting caught. If anyone asks if you have more than five cards and you do, you must instantly forfeit the superfluous cards (and cannot play them for yourself or against anyone else). BIG QUESTION: "When can Dealer Bonus cards be played?" Probably anytime during play. Every player starts with 2 Dealer Bonus cards.
There need to be extra (blank) dealer bonus and confetti cards.
CONFETTI cards are turned over after the dealer takes his/her dealer bonus card but before dealing six cards to everyone. Under normal circumstances, the dealer receives 4 cards in their crib. If there are 2 players, each player puts 2 cards into the dealer's crib. If there are 3 players, the dealer puts 2 cards into his/her crib and the other players put one card in, the other two cards go into a "dead" pile. If there are 4 players, everyone contributes 1 card to the dealer's crib, and the other four cards go into a "dead" pile. (I don't know how to handle the crib for a six-to-eight person expansion.)
CONFETTI CARD IDEAS:
(these cards are turned over after the dealer deals to every player, before discards into the crib)
"The Five and Dime Creates 15-3" : all 15's are worth 3 points this round.
"Crazy Eight Invasion" : all 8's are wild this round. They are still counted as "8" during the lay-down phase, but during the hand-point phase they can be any card in a traditional deck.
"Someone Let the Crib Out (and now it's dead)" : there is no crib this turn and everyone throws their discards into the "dead" pile.
"No More Negativity" : No "negative" Dealer Bonus cards (cards that take peg points away from other players) may be played this round.
"Mega Crib" : Every player must discard AT LEAST one card into the crib. Players may discard more, if they wish, and the crib can have any number of cards in it, but all players must keep four cards in their hand.
"Sweet Sixteen" : 15's are worthless and 16's are worth 2 points. This applies to the lay-down phase and the hand-point phase.
"No Cut Confetti" : There is no cut and no starter card this time. Everyone makes due with just a hand of 4.
"Five Card Stud" : All players only receive 4 cards this turn. Cut a starter card as usual. There is no crib.
"Fuzzy Math" : All players must go back 10 peg points.
"The Old Switcharoo" : Players can blindly trade cards (without telling what the card is) with other players as many times as they want before discarding into the crib. Trades must be for the same number of cards.
"Who Taught You How To Cut a Deck?!!?" : the cut can be "recut" until AT LEAST one of the players is okay with the starter card. Every time a Jack is cut, though, the Dealer gets nibs.
"The Shoe Is on the Other Foot" : Every player, after looking at his/her hand, immediately passes it to the player on the left... that is their new hand.
"Double Cross" : there are TWO cards cut, and players can choose either one (but not both) for their hand (if there are two jacks, the dealer DOES get nibs twice).
"The Rich Get Richer While the Poor Get Poorer" : The leading player moves forward 10 paces and the last player moves backward 10 paces.
"The French Revolution" : The lowest-peg player is now the aristocracy, and (s)he switches peg points with the highest-pegged player. If multiple players are tied for first, they ALL go down to the lowest peg. The same applies to players tied for last advancing to first.
"Beverage Bonus" : Every player that currently has a beverage gets a 10 peg point bonus. Empty cups do not count.
"You THOUGHT You Scored a Ton of Points Last Round" : All players must move their front peg backwards half the distance between their front and back peg. Round up if the split is uneven.
"No Poor Tax" : Every player keeps—and plays—with all six of their cards, and there is no crib. Sorry, Dealer.
"Too Much Money in the Market!": every player is dealt 2 EXTRA cards and everyone discards 4 cards - two to him/herself, one to the player on the right, one to the player on the left; everyone has a crib this time!
"Double Down" : all points pegged in the lay-down phase are worth double. Thirty-one is worth four, runs of three are worth six, fifteens are worth four, pairs are worth four, etc.
"Christmas Bonus" : Every player draws a "Dealer Bonus" card beginning with the player to the dealer's left and going clock-wise. Yes, the dealer gets TWO "Dealer Bonus" cards this round.
"A Worthless Hand" : Every player's hand can only be used to count points in the lay-down phase; the hand-point phase gives everyone zero. The crib(s), however, WILL be counted.
"Lucky Green!" "Lucky Blue!" "Lucky Yellow!" and "Lucky Red!" : That respective color peg moves forward 15 peg points. If that color isn't playing, disregard this card and turn over a new one.
"Unlucky Green!" "Unlucky Blue!" "Unlucky Yellow!" and "Unlucky Red!" : That respective color peg moves backward 10 peg points. If that color isn't playing, disregard this card and turn over a new one.
"No Sacrifice Is Too Small" : Everyone must sacrifice 1 Dealer Bonus card to the discard pile or go backwards 15 peg points.
"No Shirt, No Shoes, No Service" : Anyone who is not wearing a shirt AND shoes must discard his/her entire hand to the dead pile and sit out this round. Play continues as though the player(s) were not playing this turn. If the dealer is not playing, there is no crib. If ONLY one player remains, (s)he plays both the lay-down phase and the hand-point phase by him/herself. Yes, sandals count as shoes. No, socks do not.
"Pie in the Face" : Every player that lays down a face card during the lay-down phase must say "Pie!" before the next player plays. If (s)he does, (s)he advances one point. If not, and another player yells "Pie!" before the next player lays down, the player that forgot must go back 1 peg point.
"Triple Double" : All pairs are worth three this round, instead of two. One pair is worth three. Three-of-a-kinds are worth nine. Four-of-a-kinds are worth eighteen.
"The Recession Hits Cribbage" : Fifteens are only worth one point this round during both phases.
"Hearts Invasion" : All hearts are trump this round. During the lay-down phase when a player scores, another player can steal the points by sacrificing a heart card and saying "Hearts are trump!" The King of Hearts is the highest trump. Trumps do not add to the count at all, so a trump can be played after 31. If any other player holds a higher heart in-hand, (s)he may counter-trump. Play then continues following the player who trumped and pegged the points. During the hands-point phase, every heart in a player's hand is worth an extra point, and the Queen of Spades is worth 13 points.
"Spades Invasion" : All spades are trump this round. During the lay-down phase when a player scores, another player can steal the points by sacrificing a spade card and saying "Spades are trump!" The King of Spades is the highest trump. Trumps do not add to the count at all, so a trump can be played after 31. If any other player holds a higher spade in-hand, (s)he may counter-trump. Play then continues following the player who trumped and pegged the points. During the hands-point phase, every spade in a player's hand is worth an extra point, and whichever player(s) hold(s) the most spades get(s) an extra 5 peg points.
"Aces Get Mystical" : Aces are both high AND low this round. They can be used in runs after Kings as well as before Twos. Players can have a "circular run" (for example: King, Ace, Two). Aces can also be counted as either a one OR an eleven during the lay-down phase AND the hand-point phase.
"Energy Drink Burst" : All players move forward 10 peg points.
"Your Cheap Uncle Gives You Five Bucks For Your Birthday" : All players moved forward 5 peg points.
"No Fish on Friday" : If it's Friday and you didn't eat fish, move forward 10 points.
"Boring Cribbage Is Still Fun" : This is a regular, "boring" game of cribbage, and no Dealer Bonus cards can be played (including cards that would cancel this card).
"Laissez Faire Economics" : All players can freely trade Dealer Bonus cards this round before the lay-down phase. You cannot have more than the maximum number of cards allowable, but you may freely trade however you wish.
"Poker Confetti" : After the hand-point phase, whoever has the best poker hand (including the cut) gets an additional 10 peg points.
"I Forgot How To Flush" : Due to a chronic misunderstanding of the basic rules, flushes can be achieved by having cards that are all the same color this round. The player(s) get these points by saying, "All reds" (or whatever color they are) during the hand-point phase. This applies to cribs as well.
"Dueces, Aces, One-Eyed Faces" : All Ace's, Two's, and face cards showing one eye are worth an extra point in the hand-point phase.
"What are you gonna do? Shoot us all?" : No, Ace, just you. Aces are worthless this hand, and must be discarded immediately. They are not replaced with anything; players go at it with fewer cards. And if a player is supposed to give cards into the crib, (s)he must still do so.
"Forty-One For Four" : During the lay-down phase this turn, instead of counting to 31, the count is to 41. If any player lands on 41, they get four points instead of two. Any player who gets go points for less than 41 moves two peg points instead of the traditional one point.
"Faces are Inflated" : All face cards this round are worth 11 instead of 10.
"Gut Shot? GOT IT!" : Any player with a gut shot in their hand or crib can choose to EITHER use the starter card that was cut OR choose to use the card necessary to fill the gut-shot. If they choose a jack, the Dealer does not get nibs.
"Raggedy Ann AND Raggedy Andy" : Any player that scores a "Raggedy Ann" hand (A-A-6-7-8) or a "Raggedy Andy" hand (2-2-6-7-8) scores 24 points for BOTH hands—plus any extra nobs or flush points.
"Ultra Mega Muggins" : If a player miscounts, pegs his/her points, and neglected to count something, the player who first calls "Muggins!" and corrects the counter's score receives three times (3x) the missed points. If anyone calls "Muggins!" when no points were missed, (s)he must go back ten peg points.
"Mean Muggins" : If a player miscounts, pegs his/her points, and neglected to count something, the player who first calls "Muggins!" and corrects the counter's score steals ALL of that player's points, and the player who miscounted must remove all the points (s)he pegged. If anyone calls "Muggins!" when no points were missed, (s)he must forfeit all the points in his/her hand—if the points are already pegged, they must be unpegged.
"Up For Up Sticks" : Any players who are currently "Up Sticks" are each dealt a card, face-up, from the dealer. Players then advance the number of points on the card (face cards are worth 10). The dealer continues to give cards to Up Sticks players until no one is tied or no cards are left. "Dealer Bonus" cards cannot be played while these points are being rectified. Once done, the Dealer collects teh cards, reshuffles, and play continues as normal.
"GET OFF FIRST STREET!" : Any players with pegs on "first street" (peg points 1-30) must move the peg(s) off first street by going back to the start of the game.
"GET OFF SECOND STREET!" : Any players with pegs on "second street" (peg points 31-60) must move the peg(s) off second street by placing them somewhere before the start of second street.
"GET OFF THIRD STREET!" : Any players with pegs on "third street" (peg points 61-90) must move the peg(s) off third street by placing them somewhere before the beginning of third street.
"GET OFF FOURTH STREET!" : Any players with pegs on "fourth street" (peg points 91-120) must move the peg(s) off fourth street by placing them somewhere before peg point 91.
"Beginner's Luck" : Anyone who has never played Cribbage Confetti can peg 15 points.
"Change For a Dollar" : Anyone who has at least a dollar in change in their pocket when this card is turned over scores 10 points.
"Something Bad Happens to the Dealer" : The Dealer must either choose to discard a Dealer Bonus Card, go back 15 points, or forfeit the crib into the "dead" pile.
"Renege Whenever" : During the lay-down phase, players can "renege" – pass even when they are able to play – as many times as they like. The player next to the Dealer, however, MUST lead as usual for the first card. If ALL players renege during a turn, the lay-down phase ends immediately. If one player finishes laying down, the lay-down phase ends after every other player has a chance to lay-down one more card.
DEALER BONUS CARD IDEAS:
(some of these can probably be "repeats" and occur fairly commonly: like the"Extra Peg Points" and "Negative Peg Points" kind-of-cards). Note: Dealer Bonus cards can NEVER be the winning points
"Card Canceled" : This card, when played on any other "Dealer Bonus" card, instantly cancels the effects of that card. Discard both cards.
"That Dealer Bonus Is Stupid" : This card, when played on any other "Dealer Bonus" card, instantly cancels the effects of that card. Discard both cards.
"Extra Peg Points" : this card gives a peg bonus: 5 pegs (common card), 10 peg points (less common).
"Negative Peg Points" : whoever you play this card on must go backwards 5 pegs, 10 pegs.
"Steal a Bonus" : you steal another player's bonus card from their hand, and discard this card.
"Garbage Digger" : you dig through the Dealer Bonus discard pile and take a bonus card. Discard this card.
"Peekaboo" : you look through someone else's bonus cards and find out what they have.
"New Cut" : This card must be played after a cut before laying down begins. The starter card is removed, and the player of this card re-cuts the deck to a new starter card.
"Fade to Black" : whenever this card is played, the lay-down phase ends instantly. Any points not yet pegged are lost. Proceed to the hand-point phase.
"Sleight of Hand Job" : Switch hands with the player of your choice. If they have already discarded into the crib or dead pile, you must also discard in order to exchange the same number of cards.
"I Hate CONFETTI!" : This card must be played before cards are discarded. The confetti card(s) for this round must be discarded, and play continues normally as though there were no Confetti card.
"Left Overs Tonight" : Resurrect the Confetti Card(s) from the last round and add it/them to the existing Confetti Card(s).
"Confetti Swap" : This card must be played before cards are discarded. Discard the current Confetti card and turn over a new one.
"New Confetti Color" : This card must be played before cards are discarded. The player of this card replaces the current confetti card with one of his/her choice from the discard pile. If there are multiple confetti cards in play, the player may only replace one. If no confetti card is in play, the player may add one.
"Confetti Cornocopia" : This card must be played either before cards are discarded or after the lay-down phase before any hand points are counted. The player turns over a second confetti card. BOTH cards are in play for this round. If they conflict at all, the most-recently turned over card has priority.
"Double or Nothing" : After counting all of his/her hand-points, the player of this card cuts the deck. If the cut is an EIGHT or higher, (s)he doubles his/her hand-points. If it is a SIX or less, (s)he sacrifices the hand and receives no points. A SEVEN has no effect. This card can, alternatively, be played for a crib.
"Half Your Hand" : The player of this card steals half the points from another player's hand (rounding down) and pegs them for his/herself.
"Absolute Zero" : If the player of this card scored absolutely nothing in his/her hand, (s)he gets 19 points. This card does not work on a crib.
"Stop Holding Your Cards Where I Can See Them" : This card must be played before the lay-down phase begins. If you can name all the cards another player has in his/her hand because that player held their cards where you could easily see them, you take all of his/her points during the hand-points phase. That player still keeps his/her points for the lay-down phase. If your guess at their hand is wrong, nothing happens, and this card is discarded. This card cannot be played if "The Shoe Is on the Other Foot".
"Well, You Shouldn't Be Looking At My Hand Anyway" : If a player just tried to steal your points because they peeked at your hand, (s)he does NOT get your points and, instead, must forfeit his/her hand into the dead pile and sit this round out.
"Royalty First" : This card, when played on a hand (or crib) of all face cards, gives an extra 15 peg points.
"No Buyer's Remorse" : The player of this card orders the starter card to be cut immediately, face-down. (S)he then gets to peek at the starter card before discarding into the dead pile and/or crib.
"Dead Man's Hand" : If any player has a dead man's hand (without the starter card) and this card is played on him/her, that player is now dead. That is, his/her pegs are removed from play, and his/her Dealer Bonus cards are discarded. That player may return on the next round as a "new" player starting at zero and receiving two Dealer Bonus cards, if (s)he wishes. (A dead man's hand contains the two black aces and two black eights).
"Put a Fake Beard On The Dealer" : The Dealer is no longer recognized as the Dealer for this hand. If (s)he has already taken a Dealer Bonus card, (s)he keeps it; otherwise, (s)he does not receive one. The Bearded Dealer also receives no crib. Any subsequent cards that maliciously (or favorably) affect the dealer have no effect.
"I'm Not a 'Player'; I'm a 'Contributing Observer'" : The player of this card is no longer a "player" for the rest of this round. All cards that affect a "player" do not affect the new "Contributing Observer."
"I'll Keep 'Em All" : Player of this card gets to keep his/her entire hand and does not discard to the crib or the dead pile. If the dealer can make up for the missing crib card(s) by not discarding into the "dead" pile, (s)he may. If not, the crib is short.
"Make Sure To Flush Twice" : AFTER this card is played, all subsequent flushes that are counted are worth double.
"Deal Bonus" : This card must be played before the starter card is revealed to everyone. The player of this card receives two extra cards from the Dealer to make up their hand. (S)he can only retain four cards (unless another card says otherwise) and must discard all excess cards to the "dead" pile.
"Yeah, We're Moving On Up! To the East Side!" : The player of this card immediately moves up to the lowest point of the next street. However, (s)he cannot "move on up" any higher than third street.
"Pones p0wned!" : All pones – anyone who is not the Dealer – must go back 5 peg points.
"Mad Muggins" : If a player called "Muggins!" on your hand and you are mad about the result, play this card. (S)he gets no "Muggins" points, and you retain any points you pegged (if you would have lost any).
"From the Grave" : If you just lost points because of one or more other player(s), you still lose the points... but so do they! Any player who played cards against you loses the same number of points you lost, regardless of how much or little they contributed to your downfall.
"Russian Roulette" : Play before the Dealer starts to deal. The Dealer shuffles and deals one card, face-up, to every player until the first Ace comes up. The player who received the ace must go back 20 peg points. The Dealer then collects the cards, shuffles, and play continues as normal.
"Who's the Joker Now?" : Play before the Dealer starts to deal. The player who played this card can either add one of the two jokers into the game as a wild or remove a joker if it is currently in the deck.
"I Would Rather Forfeit A Card" : You can sacrifice this card AND another dealer bonus card you posses to completely remove ANY card in play for the remainder of the game. The immediate effect of the removed card is canceled, and all three cards are not to be used for the rest of the game.
"I Will Take Some Points, Too!" : If another player just scored, the player of this card is entitled to the same number of points.
"Statistically Impossible!" : The odds of scoring a "traditional" 29-point hand (5-5-5-J in hand with a starter 5 card that suits the J) are 216,580 to 1. If that EXACT hand comes up (NO WILDS!), and this card is played, the player with the traditional 29-point hand automatically pegs out. The statistical chances of this happening are less than one in a million.
"Steal Some Cards" : This card must be played before the lay-down phase. The player of this card may force another player to trade up to two cards from his/her own hand by choosing, at random, from the hand or crib of any other player.
"New Hand!" : This card must be played before the lay-down phase. The player of this card discards his/her hand into the "dead" pile and receives a new hand with the same number of cards from the deck.
"I'll Trade Eight Points For What Is Behind Door Number Two!" : This card must be played before the lay-down phase. The player of this card must turn over their hand, revealing four cards worth at least eight (8) peg points, including the starter card. The player then discards his/her hand into the "dead" pile and receives a new hand from the Dealer with eight cards to choose from. (S)he can still only have four cards in-hand after discarding.
"Who Dealt This Garbage?" : This card must be played before the lay-down phase. The player of this card motions for an immediate re-shuffle and re-deal the hand. All players, beginning with the Dealer and going clock-wise must vote "for" or "against" a re-shuffle and re-deal. In the event of a tie, the player of this card casts the tie-breaking vote. The Dealer and Confetti card remains the same, and there is no additional "Dealer Bonus" card drawn.
"Don't Move My Pegs!" : If another player moved your pegs instead of their own and you toss this card before (s)he corrects the mistake, (s)he must forfeit the peg points (s)he was going to score.
"Kamikaze!" : The player of this card may sacrifice up to twenty (20) peg points to send one other player backwards the same number of points.
"Fiduciary Irresponsibility" : All players must give the player of this card five (5) of his/her peg points. This card cannot be played if "No Poor Tax" is showing.
"Everyone: Give Me a Card!" : This card must be played before the lay-down phase is over. All players must give the player of this card one card from their hand—if they have one. The player of this card can then mix up those cards with his/her own cards and redistribute them however (s)he chooses. Every player who gave a card must receive one back.
"Bonus Card Shuffle" : All players who have a Dealer Bonus card must give one to the player of this card. That player can then mix them with his/her own and redistribute them however (s)he chooses. Every player who gave a card must receive one back.
"Column A or Column B" : The player of this card may elect to immediately take either 15 peg points or a new Dealer Bonus card.
"A Little of Column A, A Little of Column B" : The player of this card may take 5 peg points and draw a Dealer Bonus card.
"Nickel Slots" : This card must be played before the Dealer begins to deal. The Dealer shuffles and turns one card, face-up, to the player of this card. If the card is SEVEN or lower, the player loses 5 peg points. If the card is NINE or higher, the player gains 5 peg points. EIGHTS have no effect. The Dealer continues to turn cards over as long as the player says, "Hit me." If the player says, "I'm done", or no longer has 5 peg points to bet, the side game ends, this card is discarded, and play continues as normal.
"Closed For the Holidays" : This card must be played before the lay-down phase. The final peg hole is closed, and no one can win this turn by pegging out.
"Glass Ceiling" : Whichever player this card is played on can only count 10 points from his/her hand. All other points are discarded.
"Robin Hood" : Whoever this card is played on must give half of his/her hand points to the lowest scoring player.
"Not In My Crib!" : This card must be played by a player collecting a crib before any cards have been discarded to him/her. The player can deem two card values INADMISSIBLE to the crib (like "No Aces" and "No Jacks"). Players playing into the crib must accommodate the demand. If another player ONLY has the unwanted cards (like A-A-A-J-J-J), (s)he is allowed disregard the demand.
"I'm Shooting the Moon" : This card must be played before the lay-down phase. The player of this card believes (s)he has the highest points in-hand this round—without the positive or negative effects of ANY Dealer Bonus card. If the player does, (s)he received DOUBLE the points. If not, the player who DOES have the highest hand steals all of this player's hand points.
"Bring the Dead To Life" : The player of this card must not currently have a crib. (S)he may draw up to four cards face-down from the "dead" pile for a crib. The player to his/her right is entitled to shuffle the dead cards first, if (s)he wishes.
"All Your Base Are Belong To Us" : The player of this card must not currently have a crib. (S)he may steal an unopened crib from another player.
"Queen Sacrifice" : The player of this card is able to nullify the effects of either a Dealer Bonus or Confetti card by sacrificing a Queen into the "dead" pile. If points have already been pegged because of the Queen, the points are retained. Otherwise, the player must play as if (s)he were one card short.
"Lay'n Violation" : This card must be played during the lay-down phase. As soon as this card is played, the player automatically becomes the next player to lay-down and may play up to two cards simultaneously from his/her hand. Play then continues with the player who was skipped.
"Life Isn't Fair... But It Just Got Better" : If another player has a hand that has 15 or more points than your hand, you can peg an extra 15 points.
"Thou Shalt Not Commit Assaultry" : If the player of this card was just assaulted by another player (that is, points were lost), then the offending player must leave the street (s)he is currently on, moving backwards.
"I Like My Cards Just the Way They Are, Thank You." : The player of this card is entitled to disallow anyone from touching, taking, "peeking" at, or otherwise doing anything to disturb his/her current cards.
"A Fighting Chance" : If the player of this card is in last place, (s)he may move his/her front peg to be "up sticks" with the player who is in second-to-last place. Otherwise, this card can be played for a 5 peg point bonus.
"Game Changer Negative" : Every player but the player of this card loses 10 peg points.
"Game Changer Positive" : Every player gains 10 peg points.
"Doppelganger" : This card must be played before the lay-down phase. The player of this card choose another player to be his/her doppelganger for this round. Any points you peg, so does (s)he. Any points (s)he pegs, so do you. The same goes for points LOST, too.
"Damage Control" : If the player of this card just lost a lot of points, (s)he is entitled to recover half of them (rounding down) and peg them now.
"Little Hand Or Little Crib" : The player that this card is played on must remove half of the cards (rounding down) of either his/her hand or crib into the "dead" pile.
"No Threats! No Blackmail!" : This card must be played on another player who is attempting to threaten or blackmail another player with use of a Dealer Bonus card. The player who threatened must discard the Dealer Bonus card(s) that (s)he threatened to use (if a card was specifically mentioned). If (s)he was lying (and does not possess said card) (s)he must discard ALL of his/her Dealer Bonus cards. If (s)he was vague in his/her threat, (s)he cannot play ANY Dealer Bonus cards for the remainder of this round but retains all his/her cards.
EXPANSION PACK IDEAS:
Cribbage Confetti 2 (5-8 player expansion): to compensate for the new players, REINVENT the deck: either add new suits/colors or new card numbering. Add another board that goes AROUND the existing one.
There need to be blank cards in case any are lost.
Maybe split it into 2 expansions: Confetti 2 is for 5-6 players with new Confetti and Dealer Bonus cards (but maybe don't need to reinvent the actual playing deck). Confetti 3 would be the 7-8 player expansion with a bigger board, new Confetti and Bonus cards, and additions to the traditional deck.
Put an icon at the bottom of expansion cards so that it is easy to tell them apart if people want to revert to older versions to teach new friends.
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