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Hit The Deck Basic Rules v3
Hit The Deck Basic Rules v3
(Base rules)
edited by Mikaeshin
Introduction
Hit the Deck is a 2 player battle game mixing the "Battleship"
tabletop game theme with Poker elements. Players fight for territory
on a 3x3 grid by coordinating attacks or deployments. The player
who manages to conquer the entire board, or when the deck runs out,
the one who conquered the most territories.
Setup
- A 52 playing card deck;
- A 3x3 square grid (optional), or free space to arrange cards in an
imaginary 3x3 grid.
The players, nicknamed as Captains, decide the first to play by any
conventional method, then both Captains draw 7 cards each.
In every turn, players proceed as following:
1- Draw a card;
2- Choose to perform an action, maximum of only once of each:
Deployment, or Attack. Players can pass if they cannot or do not
want to perform any of both, but a player can do either in any order;
3- Draw a card and end the turn.
At the very first turn, the first Captain to play does not draw the card
as of the step 1, but all subsequent turns proceed normally.
Portside
Portside
First Captain to move decides to deploy a Queen of Hearts at one of
their Portside zones.
If valid, players can deploy to cards a zone adjacent forwards to one
of their deployments, forming a Supply Chain:
After each player decides their actions, all face down cards turn up:
The attack system in Hit The Deck uses a Poker card combination
hierarchy. Some combinations are only possible with 3 cards (more
details on Attack/Defense Support), but any amounts of cards are
valid and they will be valued accordingly. In the previous example,
the defender has a Jack pair, and the attacker only has an 8 pair,
therefore the defender won the battle.
If the defender chose not to defend, then an 8 pair would be stronger
than Jack high, and Top Captain would win the attack
If the attacker wins the battle, the defender ship gets removed from
the board, otherwise nothing happens. If a supply chain gets
compromised, multiple ships can be sank at the same time (more
details on Breaking the Supply Chain)
The Poker hierarchy is the following (weakest to strongest):
1. High Card
2. Pair
3. Flush
4. Straight
5. Three of a kind
6. Straight Flush
7. Royal Flush (either KQJ or AKQ)
From "Flush" and onwards, they can only be valued if the attack has
3 cards.
If there is a tie in the card combination value, the combination with
the highest card wins. If the cards are tied, tie break happens
comparing suits: from strongest to weakest,
Spades>Hearts>Clubs>Diamonds.
NOTE: in this game, the Ace can be used to make stronger valued
combinations (as in Royal Flush or Straight), but as a Pair, Three
of a Kind or as a high card, it is valued 1 and it is the weakest
valued card by itself.
For example: An Ace pair is weaker than a King pair, or even a
Three of a Kind of Aces is weaker than one of 2s, but a straight of
A23 is stronger than a straight of KQJ.
Attack/Defense Support
Certain board patterns will provide Attacking or Defensive support,
which will provide an opportunity to use an extra card for the battle.
Attacking maneuvers:
Ram
If the attacker has a supporting ship from behind, and it is attacking
the adjacent target on the same lane, this bottom card will be used
alongside the face down card, providing a 3 card attack.
Using the 10 of Diamonds for the attack, Bottom captain can use the
9 of Clubs as an extra card, as they are using a Ram maneuver, and
then place a face down card to proceed the attack.
Broadside Attack
If a battleship attacks a target adjacent to the same row
(horizontally), they can use a card from the top of the deck as the
extra card, alongside the face down card from the hand. To use the
extra card, the player declares they will "hit the deck".
So the Jack of Hearts will use both the extra card from the deck and
the face down card from the hand as the attacking cards. Notice that,
since it is an attack on the horizontal, the 7 of Hearts will not be used
as a Ram.
Defensive Maneuvers:
Portside Bastion
A defending ship at the Portside can use one of the adjacent friendly
battleships as their support in the defense, making a Bastion,
alongside a facedown card (if the Captain choses to use one).
The 7 of Hearts has plans to attack the Jack of Hearts with a Ram,
but the Jack of Hearts can choose either the 10 of Diamonds or the
Jack of Spades as their defensive support.
Broadside Defense
If a battleship has an adjacent friendly unit at the same row, and is
being attacked, they can use the adjancent ship as an extra card at the
defense (for reference, it is the "defensive version" of the Ram
maneuver).
If the Jack of Spades are to be attacked with a Broadside Attack, it
can call a Broadside Defense by using the Jack of Hearts as their
support card.
Victory conditions
However, if the deck runs out, the game immediately stops and
players will compare the current board and hand conditions to
determine the winner.
If a condition is tied, then the next criteria is used to break the tie,
and the order goes as:
1- Most lanes conquered;
2- Most cards in the hand;
3- Most valuable hand, either 3-hand or 5-hand poker combinations.