Kuzeke elang: Difference between revisions

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'''Kusyeke kherang''' ([[Baphian language|Baphian]]: ''kusyeke kherang'', lit. 'shark food', [[Kzmr language|Kzmr]]: '''kshkhi'') is a card game in the [[w:Rummy|rummy]] family popularly played in much of [[Ukilen]], particularly the former states of the Baphian Democratic Union. It was most likely developed in [[Baphia]] during the late 19th century, but has since spread to many parts of the world. It is played with a large deck consisting of 212 cards.
'''Kuzeke elang''' ([[Baphian language|Modern Baphian]]: {{Ukilen|}} ''ku{{Overline|ze}}ke e{{Overline|lang}}'', [[Baphian language|Middle Baphian]] ''kusyeke kherang'', lit. 'shark food', [[Kzmr language|Kzmr]]: {{Kzmr|QKSHKHI}} '''kshkhi'') is a four-player card game in the [[w:Rummy|rummy]] family popularly played in much of [[Ukilen]], particularly the former states of the Baphian Democratic Union. It was most likely developed in [[Baphia]] during the late 19th century, but has since spread to many parts of the world. It is played with a large deck consisting of 212 cards.


== Cards ==
== Cards ==
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The element cards are named after the six Baphian classical elements, and are able to form sequences based on their position in the elemental cycle, with moon able to 'wrap around' to sun. There are four copies of each. The order of the cards is as follows:
The element cards are named after the six Baphian classical elements, and are able to form sequences based on their position in the elemental cycle, with moon able to 'wrap around' to sun. There are four copies of each. The order of the cards is as follows:


* Sun (Baphian: ''zepang'', Kzmr: ''spn'')
* Sun (Baphian: {{Ukilen|}} ''ze{{Overline|fang}}'', Kzmr: {{Kzmr|}} ''sph'')
* Fire (Baphian: ''neya'', Kzmr: ''nr'')
* Fire (Baphian: {{Ukilen|}} ''de{{Overline|ya}}'', Kzmr: {{Kzmr|}} ''nr'')
* Water (Baphian: ''mubeve'', Kzmr: ''þnu'')
* Water (Baphian: {{Ukilen|}} ''mu{{Overline|pe}}we'', Kzmr: {{Kzmr|}} ''mbhu'')
* Bark (Baphian: ''zudye'', Kzmr: ''spu'')
* Bark (Baphian: {{Ukilen|}} ''zu{{Overline|de}}'', Kzmr: {{Kzmr|}} ''spu'')
* Gold (Baphian: ''sahrot'', Kzmr: ''sþtu'')
* Gold (Baphian: {{Ukilen|}} ''so{{Overline|to}}'', Kzmr: {{Kzmr|🜚}} ''sþtu'')
* Moon (Baphian: ''ëgye'', Kzmr: ''ng'')
* Moon (Baphian: {{Ukilen|}} ''{{Overline|ge}}'', Kzmr: {{Kzmr|}} ''ng'')


==== Directions ====
==== Directions ====
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== Scoring ==
== Scoring ==


The winning player is initially awarded 12 points, which is then compounded with any initial additive points known as counters (Baphian: ''zëdecis'', Kzmr: ''sdnsi''). Next, this number is multiplied by a factor determined by the number of augmentations (Baphian: ''jecyusasecis'', Kzmr: ''bdkšnsi''). This factor stems from a sequence of multiples of powers of six – each power is multiplied by 1, 2, and 3. As 1 augmentation is equivalent to a point multiplier of 2, the sequence is as follows:
The winning player is initially awarded 12 points, which is then compounded with any initial additive points known as counters (Baphian: {{Ukilen|}} ''zo{{Overline|te}}si'', Kzmr: {{Kzmr|}} ''sdsi''). Next, this number is multiplied by a factor determined by the number of augmentations (Baphian: {{Ukilen|}} ''je{{Overline|ju}}sa{{Overline|se}}si'', Kzmr: {{Kzmr|TH}} ''bdkthnsy''). This factor stems from a sequence of multiples of powers of six – each power is multiplied by 1, 2, and 3. As 1 augmentation is equivalent to a point multiplier of 2, the sequence is as follows:


{| class="wikitable"
{| class="wikitable"
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|-
|-
| Hex
| Hex
| 3
| 2
| 1
| 1
|-
|-
| Sept
| Sept
| 4
| ''(not possible)''
| 2
| 2
|}
|}
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All winning hands are required to have at least one of a set number of properties which known as 'formations' before victory can actually be obtained. All formations are worth a set number of counters or augmentations. There are also a few properties which, while not being valid formations in and of themselves and thus being insufficient to declare a victory, are worth points.
All winning hands are required to have at least one of a set number of properties which known as 'formations' before victory can actually be obtained. All formations are worth a set number of counters or augmentations. There are also a few properties which, while not being valid formations in and of themselves and thus being insufficient to declare a victory, are worth points.
It is important to note that some scoring conditions are exclusive subsets of others, for instance, Four Seasons always entails Seat Direction and Sequence of Sequences always entails All Sequences. In these cases, both the superset and subset are added to scoring.


=== Draw-based wins ===
=== Draw-based wins ===
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'''Concealed hand''': A hand with no open melds is worth 4 counters.
'''Concealed hand''': A hand with no open melds is worth 4 counters.
'''Hex''': Each hex in a hand is worth 1 counter.
'''Sept''': A hand containing a sept is worth 2 counters.
'''Hex set''': Each hex set in a hand is worth 3 augmentations if open, and 6 if concealed.


'''Sequence of Sequences''': The Sequence of Sequences consists of five different sequences of increasing size from 1 to 5, each of which has a different category, i.e., it contains all four suits as well as a sequence of elements. The 1-sequence (single card) and 2-sequence (two consecutive cards) must not contain any jokers. A hand with this structure is worth 6 augmentations.
'''Sequence of Sequences''': The Sequence of Sequences consists of five different sequences of increasing size from 1 to 5, each of which has a different category, i.e., it contains all four suits as well as a sequence of elements. The 1-sequence (single card) and 2-sequence (two consecutive cards) must not contain any jokers. A hand with this structure is worth 6 augmentations.
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=== Wins based on specific cards ===
=== Wins based on specific cards ===


'''Season trip''': A hand containing three identical season cards is worth 1 augmentation if the set in question is open, and 3 if the set is concealed.
'''Season trip''': A hand containing three identical season cards is worth 3 augmentations if the set in question is open, and 6 if the set is concealed.


'''Direction trip''': A hand containing three identical direction cards is worth 1 augmentation if the set in question is open, and 3 if the set is concealed.
'''Direction trip''': A hand containing three identical direction cards is worth 1 augmentation if the set in question is open, and 3 if the set is concealed.


'''Four seasons''': A hand containing a four seasons quad is worth 3 counters.
'''Four seasons''': A hand containing a four seasons quad is worth 4 counters.


'''Four directions''': A hand containing a four directions quad is worth 3 counters.
'''Four directions''': A hand containing a four directions quad is worth 3 counters.
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'''Seat direction''': Each instance of the winning player's seat direction in their hand is worth 2 counters.
'''Seat direction''': Each instance of the winning player's seat direction in their hand is worth 2 counters.


'''Set of round number''': A set with the round number is worth a number of counters equivalent to two less than its size, for instance, a three-card set of the round number is worth 1 counter while a seven-card set is worth 5.
'''Set of round number''': A set with the round number is worth a number of counters equivalent to two less than its size, for instance, a three-card set of the round number is worth 1 counter while a six-card set is worth 4.


'''No jokers''': A hand with no jokers, while not a formation, is worth 6 counters.
'''No jokers''': A hand with no jokers, while not a formation, is worth 6 counters.
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'''Identical sequences''': A hand containing two sequences of exactly the same cards (allowing for joker substitutions) is worth 3 augmentations if the sequences are both trips, and 4 augmentations if they are both larger than trips.
'''Identical sequences''': A hand containing two sequences of exactly the same cards (allowing for joker substitutions) is worth 3 augmentations if the sequences are both trips, and 4 augmentations if they are both larger than trips.


'''Equivalent sequences''': A hand containing three sequences of the same ranks in different suits (allowing for joker substitutions) is worth 2 augmentations if the sequences are both trips, and 3 augmentations if they are both larger than trips.
'''Equivalent sequences''': A hand containing three sequences of the same ranks in different suits (allowing for joker substitutions) is worth 2 augmentations if the sequences are all trips, and 3 augmentations if they are all larger than trips.


=== Set-based wins ===
=== Set-based wins ===
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'''Pure quad set''': A four-card set with no jokers is worth 8 counters.
'''Pure quad set''': A four-card set with no jokers is worth 8 counters.


'''All sets''': A hand consisting solely of sequences is worth 4 augmentations if open, and 12 if concealed.
'''All sets''': A hand consisting solely of sets is worth 4 augmentations if open, and 12 if concealed.


'''Two equivalent sets''': A hand containing two sets of the same rank in different suits is worth 2 augmentations if the sets are both trips, and 3 augmentations if they are both larger than trips.
'''Two equivalent sets''': A hand containing two sets of the same rank in different suits is worth 2 augmentations if the sets are both trips, and 3 augmentations if they are both larger than trips.


'''Three equivalent sets''': A hand containing three sets of the same rank in different suits is worth 6 augmentations if the sets are both trips, and 8 augmentations if they are both larger than trips.
'''Three equivalent sets''': A hand containing three sets of the same rank in different suits is worth 6 augmentations if the sets are all trips, and 8 augmentations if they are all larger than trips.