Mentok
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If the player you ask for a card doesn't have it, you have to take a card from the top of the deck, and you meld that instead. |
If the player you ask for a card doesn't have it, you have to take a card from the top of the deck, and you meld that instead. |
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− | '''Note that you cannot ask for just ''anything''. You can only ask for cards which are currently in your sphere of influence. 'yours'.''' ie, in your hand, or part of what you are building on the table. Thus what you ask for will reveal what cards you have to other players, possibly to their advantage. (And thus, Mindtaking!) |
+ | '''Note that you cannot ask for just ''anything''. Like Go Fish, you can only ask for cards which are currently in your sphere of influence.''' ie, in your hand, or part of what you are building on the table. Thus what you ask for may reveal what cards you have to other players, possibly to their advantage. (And thus, Mindtaking!) |
The game moves quite fast since on every turn, a card IS melded to the table. |
The game moves quite fast since on every turn, a card IS melded to the table. |
Revision as of 14:37, 26 December 2012
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Mentok is a point-scoring game, created as a hybrid of Go Fish, and Blackjack (though it owes more to the Pontoon blackjack variant)
It is named after Mentok the Mind-Taker from Harvey Birdman.
The game does indeed has an element of mindtaking (basic memory and deduction). The basic goal is to build a 21point hand (blackjack/pontoon style) using methodology derived from Go Fish.
Note that this page uses 'meld' style terminogy as used in Mock
Game play
Setup
Cards are dealt as follows:
To each player are dealt
- Four cards to the hand
- One card open to the table. This table card is the start of your blackjack hand.
Play
You now start building your table hand using Go Fish techniques. That is, you ask another player for a card that you desire, and if they have it, they HAVE to give it to you. you HAVE to meld it to the tabe. If on the first round you ask for (and get) the card dealt on the table, you may split your hand blackjack style (ie, you now have two base cards), thus potentially doubling your possible total. Note that you may only split once.
If the player you ask for a card doesn't have it, you have to take a card from the top of the deck, and you meld that instead.
Note that you cannot ask for just anything. Like Go Fish, you can only ask for cards which are currently in your sphere of influence. ie, in your hand, or part of what you are building on the table. Thus what you ask for may reveal what cards you have to other players, possibly to their advantage. (And thus, Mindtaking!)
The game moves quite fast since on every turn, a card IS melded to the table.
When everyone sits on their cards (or has busted), points are scored.
Scoring
At the end of each round, points are scored thus:
hand | points |
---|---|
17 | 1 |
18 | 2 |
19 | 3 |
20 | 4 |
21 | 5 |
Bonuses:
- A blackjack or pontoon (ie, 21 points in only 2 cards): bonus 1 point (so, 6 points total)
- Not busting with 5 or more cards in your hand (ie "five-and-under" from pontoon): bonus 1 point. (thus: a hand up to 16 in 5 cards will score 1 point, 17 scores 2, etc, up to 21 scores 6.
With a split hand, this means 12 points is the maximum possible in a single round.
Note that at this final scoring stage, you can choose to score on the cards remaining in your hand instead of the cards on the table. This is only ever a backup, as there is no direct control you can have on the cards you remain with. However, in-game hinting of a card in your possession (to encourage others to fish for it) is permitted in friendly games. (and the inventors of Mentok play no other type!)
Winning
The game is normally played in multiple rounds until the threshold score of 21 is reached. (at the extreme case, this could be accomplished in as little as two games. Note that as the game score of 21 is reached, players may need to target a smaller point scoriung hand in an individual round, so as to not bust out of the game. Players may deliberately have to bust their hand to ensure their game target remains below 21. (for eg: a player with a game score of 20, will only want a hand of 17, for 1 point to reach a game score of 21!