On the Subject of Boozlesnap
I fold for the fold.
- You are overseeing a four-person game of Boozlesnap, a card game played with a boozledeck (see Appendix D3CK for information). Play begins when the continue button is pressed. A card is then dropped onto the central pile from one of the four sides of the module. Play continues clockwise.
- On each of the four sides of the module is a small red button associated with the invisible player on that side. If a player drops an illegal card onto the pile, that player’s button must be pressed at a certain time to eject them. On a successful ejection, play continues as normal.
- The module solves once three players have been ejected from the game.
- Pressing a player’s button on a legal card will result in a strike. Pressing the continue button or a player’s button at an incorrect time on an illegal card will also result in a strike.
The Rules of Boozlesnap:
The first card played is always legal. Afterwards, a card’s legality is determined by the following conditions:
- If the played card is in the same family as the previous card, the two cards must have different glyph group parities.
- Otherwise, if the played card is in the same glyph group as the previous card, the difference between the counts must be exactly one.
- Otherwise, if the played card has the same count as the previous card, the two cards must be in adjacent numbered color familes (consider the color families to be numbered in the order in which they are listed on page 3).
- Otherwise, the card is illegal.
If the card is illegal, the player who played it must be ejected. Upon ejection of a player, play continues considering the previous card to be the one just played, despite it being illegal.