Peace and Love

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Beat the bluff out of each other!

Give me a break, all the good "fight game" names were taken. Peace and Love is an abstract combat game using one or more normal decks of cards. Just be sure to take out the jokers.

The object of the game is to defeat the other player's cards in combat, gathering points depending on the strength of the fighter. But remember, with a few nasty tricks even the weakest can win.

Two Player Peace and Love

Shuffle up a deck of normal playing cards. Deal a five card hand to each player, and deal three cards face up to each player. The three face up cards are the player's fighters. Total up the value of each player's three fighters. Aces always count as one, jacks as eleven, queens as twelve, and kings as thirteen. All other cards have their value printed on them. Whoever has the lowest total value of starting fighters goes first.

Players alternate taking turns. On your turn you may do one of three things:

  • Start a fight with your opponent,
  • Retire a fighter,
  • Refresh your hand.

Those of you who have not played collectible card games aren't here, because you still have enough money to buy a game, and don't need a free one off the internet. However, in case you got lost and ended up on this page, let me explain tapping. Tapping is a mechanism for showing that a card has been temporarily used. To tap a card, turn it 90 degrees, so it is sideways. To untap a card, turn it back to the normal position.

Tapped cards may not be used for anything in this game, until they are untapped. If at the end of any turn, not just yours, if all three of your fighters are tapped, untap all of them.

Starting a Fight

To start a fight with your opponent, select one of your untapped fighters to attack. Your opponent must then select one of their untapped fighters to defend. Once both fighters are selected, both players put a card from their hand face down on their fighter. Once both fighters have face down cards, reveal the face down cards.

The value of the card played on the fighter is subtracted from the value of the fighter, and can be below zero. The fighter with the highest result wins the fight, unless there was a trump.

A trump is when the suit of the card played on the fighter matches the suit of the fighter. This reverses who wins the fight. So if there is one trump, the lowest result wins the fight. However, if there are two trumps, the winner is reversed twice, and the highest result wins.

Just in case you were wondering, ties go to the attacker.

Once the winner of a fight is determined, it is tapped. The loser is put into the winning player's victory pile, so it can be scored at the end of the game. Any cards played on the fighters are discarded. A new fighter is drawn off the top of the deck and placed in front of the losing player, untapped. Both players draw a card for their hand.

Retiring a Fighter

Retiring a fighter allows you to switch a fighter card with a card in your hand. Simply take one of your untapped fighters into your hand, and place another card from your hand face up on the table as a new fighter. This new fighter comes into play tapped.

Refreshing Your Hand

Refreshing your hand allows you to get some cards out of your hand. To refresh your hand, tap one of your untapped fighters. Place three cards from your hand on the bottom of the deck, and draw three new cards. Then quickly shuffle the deck. Quickly, because this is supposed to be a fast playing game. You can only do this if there are at least five cards in the deck.

End of the Game

The game ends as soon as the last card is drawn from the deck. At this point both players count up the value of the fighters in their victory piles. The player who defeated the highest total value of fighters wins the game. Ties at the end of the game are won by the player with the most cards in their victory pile.

Multi-Player Peace and Love

Multi-player Peace and Love is pretty much the same as two player, with the changes listed below.

Decks

For three to five players, use two decks of cards. For six or seven players, use three decks of cards. Eight or nine players use four decks of cards, ten and eleven use five, and so on.

Fights

Starting a fight is the same, but you have to choose which player you are attacking. That player is the defender, and must put a fighter into the combat. The other players may put fighters into the combat, if they wish.

If there are more than two fighters in the combat, only the lowest result loses (highest with a trump). That fighter is put in the victory pile of the player with the highest result (lowest with a trump). The removed fighter is replaced, and all involved players draw a card. Then the remaining fighters fight again, and keep doing so until only one fighter is left. Therefore, a fight can result in more than one player getting cards in their victory pile.

Remember, each trump reverses who wins. So if there are an odd number of trumps played, the lowest wins; but if there is an even number, the highest still wins.

The game can end in the middle of a fight. That represents the cops busting it up.

Ties are won by the attacker, and lost by the defender. If neither is involved, the player to the left of the attacker wins the tie.

Optional Rules

Shoot the Moon
In a multi-player game, if one player wins no fights, they shoot the moon and win the game. Of course, they have to cover the moon's medical expenses.
Anti Math Geek
Some math geeks like to use only weak fighters, so that they risk less in combat. To combat such people, who apparently just don't get it, add your three remaining fighters to your victory pile before calculating score.