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Gambling Guerillas Rules

Your one stop shop to everything Gambling and Guerillas.

Gambling Guerillas is a 2 -3 player game (the third player would be the dealer) for anybody of any age, and each round should last around 15 mins.

The background story is that there are two Guerrillas battling it out for territory near the outskirts of an abandoned hospital. That’s because the hospital is a valuable resource able to restore health.

The game is played through a series of roundabout rock-paper-scissor rounds. The objective is to defeat the other Guerrilla by lowering their health to zero to secure the hospital.

The game is played with a full 52-card deck, two pieces representing each Guerrilla (can be any small moveable piece), and a standard issue board:

What a “Standard Issue Board” is supposed to look like. Perfect, right?

Players need to understand a few things to play the game:

To set the game up, there’s quite a few steps to be taken:

This part is a bit tricky, and introduces the main mechanics of the game.

After playing a round, if Player A plays Diamond, and Player B plays Spade, then Player B draws the top health card. Simple.

If however Player A and B both play the same suit, aka a draw, there’s two options:

A player can choose to bet one health card to win the next health card and highest value health card from the other player lower in value than the card bet.

The other player can counter this bet if they have a higher value health card. The player at the end who bets is called the “privileged”.

Note: While the Ace of Hearts is one health in the game, it has 13 value in the gambling rounds - hence if somebody bets an ace, their bet cannot be countered, and they will be the “privileged”. As such, to bring a little flair to the game, all the health cards will be face down from the drawing pile, except for the Ace of Hearts.

There’s a big reason why players would bet higher to become the “privileged”.

The “privileged” chooses a very important detail: Stronger or Weaker.

There’s a key difference between normal rounds of RPS and the Gambling RPS round: If these rounds also end in a draw, then the Stronger or Weaker card will win, as chosen by the “privileged”.

Here’s an example:

Player A bets a 7 Heart right after a draw, but player B bets a 8 Heart, becoming the “privileged”, and player B chooses Weaker. They then play a round of RPS normally, but they both play the same suit, Diamonds. At this point, if player B’s card value is lower, let’s say a 2 of diamond, and player A’s is a 5 of diamond, then player B wins since he chose Weaker and gets player A’s 7 Heart and the next health card at the top.

This mechanic of playing RPS, drawing - moving or on gambling something to play another round to determine the winner and an outcome, and then repeating, is how the rest of the game is played.

After playing each round of RPS, the winner of the round will keep all the Diamond/Club/Spade cards on the side, in a stack that only they can see, to a pile called the “pool” - this visibility gives them unique information about the cards that they and the other player can draw, and what they should play to beat the next RPS rounds.

After all the health (heart) cards have been dealt out to each player, following every round of RPS, each player must draw as many cards from the RPS pile as they need to keep their hand at 3 cards, and then choose two cards from their “pool” to add to the RPS pile, and then shuffle it to draw from after the next RPS round.

Since all the health cards have been dealt out and the set-up is complete, now it’s time to start the actual game.

Each player draws a card from their hand to RPS, they battle it out, and then we decide who can do what.

There are only two things that can happen:

Moving is very simple - the person who wins gets to move the number of spaces difference between the cards played.

So if Player A plays an Ace of Diamonds and Player B plays a King of Clubs, then Player A beats Rock (Club) with Paper (Diamond) and gets to move:

|1 (Ace) - 12 (King)| = |-11| = 11 spaces. Guerillas can not move diagonally.

If there’s a draw, there is no gambling since there’s nothing that can be gambled, and simply nobody moves.

However, if two Guerrillas are right next to each other on the board, then the player that wins the RPS round can attack the other player’s Guerrilla. This is handled in a mixture very similar to the setup and the movement:

The players play a card from their hand, if it’s not a draw, the losing player loses the heart card whose value is closest to the subtraction of the two cards played.

So if Player A plays an 3 of Clubs and Player B plays a Queen of Spades, then Player A beats Scissor (Spade) with Rock (Club) and gets to attack for:

|3 - 11 (Queen)| = |-8| = ~8 health. If player B does not have an 8 of Hearts, then whichever card is closest, higher or closer, is lost. So if player B has a 7 of Hearts and a 10 of Hearts, they lose the 7 of Hearts. If they have a 9 of Hearts and a 6 of Hearts, they lose the 9 of Hearts. If they have a 7 of Hearts and a 9 of Hearts, they lose the 7 of Hearts, since lower is preferred if there is a tie. If there’s an 8 of Hearts, that one is lost.

Whatever health card is lost in an attack is put in the Hospital’s “pool” of shuffled heart cards.

However, if there is a draw in the RPS attack round, then we follow the same rules as the Gambling RPS round from the setup:

Each player can choose to either move on with the draw, or gamble a health card higher than the subtraction of the two cards played in the Draw RPS round. Whoever gambles first gets the “privileged” status and gets to pick Stronger or Weaker in the event of another draw.

To take away the “privileged” status from the other player, they have to bet a health card higher than the other player.

Note: Again, if a player bets the Ace of Hearts, a 1 health card but with 13 value in gambling, the other player cannot raise it to take away their “privileged” status. This is why it’s so crucial to win the Ace of Hearts in the set-up round - it’s a secret trump card.

After the finalized “privileged” player chooses Stronger or Weaker, whoever loses the second gambling round, either by a simple RPS round, or a draw determined by Stronger or Weaker, loses their gambled health card to the Hospital’s “pool” of heart cards.

Also after an attack, players are moved back two spaces from each other as knockback, forcing them to move back to each other to attack again.

Lastly, other than just moving a Guerrilla towards the other Guerrilla and attacking, a player can choose to move their Guerilla to the hospital to draw a random heart card from the Hospital’s “pool”. Keep in mind however, that this can only be done twice the entire game, and it’s generally better to wait to do this until there’s a really good heart card in the pile, such as the Ace of Hearts or anything higher in value than 8. However, since the card drawn is random from the pool, maybe it’s worth doing it earlier before the other player is able to move to the hospital and take a guaranteed good card that is the only card in the pool.

Also after drawing a card from the hospital, the Guerrilla must be moved to a random corner of the board, as to not abuse going to the hospital for seconds, also providing an escape from the the other Guerilla.

Again, remember after playing each round of RPS, the winner of the round will keep all the Diamond/Club/Spade cards on the side, in a stack that only they can see, to a pile called the “pool” — this visibility gives them unique information about the cards that they and the other player can draw, and what they should play to beat the next RPS rounds. Each player must also draw as many cards from the RPS pile as they need to keep their hand at 3 cards for the next round, and then choose two cards from their “pool” to add to the RPS pile, and then shuffle it to draw from after the next RPS round.

This entire process is the core of the game.

It’s pretty easy to see when the game is drawing to an end - each player has very few heart cards left, and have each exhausted both random draws from the hospital, yet it’s still piling up.

At this point, there’s only a few more health cards to lose, and gambling becomes more and more important to secure an edge.

After a few more rounds of RPS, one player finally loses all their Heart cards to the hospital, then we can declare the other player the winner.

I would say that this is a fairly complex and involved game, especially at the gambling sections, but it’s simple fun with a nice mix of strategy, skill, and fun. Problems can arise without a clear understanding of the rules, and while I don’t explain every single scenario (impossible), the rules are explicit enough to handle each one. To anybody who enjoys chess and card gambling games, this should be a blast.

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