Digicards: An app for all card games Erik Nord Background and aim Sometimes people want to play cards, but do not have a deck of cards
at hand, or they sit too far apart to play with real cards. By representing cards and game structures
on cell phones and connecting players via the internet, one may fill both
gaps. An app is described below that allows users to play any card game on
connected cell phones without the app having any knowledge of game rules. The
approach thus provides universal applicability without burdening developers
with an immense task of game specific programming. In a possible expanded version, the app will also – in any card game -
enable tournaments of the kind practised in the
game of bridge, in which the element of ‘luck with ones
cards’ is eliminated such that results are determined by skill only. See
footnote. Exploiting the common core of card games All card games consist in moving cards between different locations
according to certain rules. Locations used varies across games. So do rules
for moving the cards. Possible locations include the hands of the players, personal table
space for each player for laying down cards face up or face down at the
initial deal or during the game (as in rummy), places on the table
with stacks for drawing and discarding (as in rummy), common table
ground for laying down cards next to each other for common use (as in casino),
and a place for players to lay down a card when contributing to a trick (as
in bridge). The physical essence of card games as described above in terms of
locations between which cards are moved, is visualized in the figure below.
It is constructed for six players. With fewer players, one or more hands may
be omitted and more space becomes available for the
remaining ones. |
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Explanation of symbols: H: Cards on hand. T: Cards on personal table space. P: Card laid down in trick. D1: Stack from which cards are drawn. D2: Place for discarding. C: Common ground for cards placed next to each other, where all players can
operate. F1-F4: Buttons for functions like ‘Store trick’, ‘Collect cards’,
‘Turn completed’etc. S: Places for registering score. |
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Using this model as a starting point, an app may be developed in which
players first state how many they are, decide which card game they wish to
play, select the relevant card locations for that game and indicate the
number of cards to be dealt to each relevant location. The layout of the table (the figure above) will change in accordance
with the chosen number of players and the selected locations. In most games the
change will be to something clearly simpler than the picture above. Here is
an example, applying to four players in the game of rummy:
The app deals in accordance with the user’s choices. The deal is
registered with the name of the game, which the app stores and presents as a
prefixed deal option next time. Areas are rotated across participating cell phones so that each player
has his or her own area in the lower end of the
display (as H1 etc above). Each player sees the
cards on his or her own hand, all cards on the table (lying with or without
face up), and cards with face down on the other players’ hands. Participants play by touching cards and the location to which they
wish to move each card, and use function buttons (F1-F4, see examples above)
when necessary. The latest move made is marked for
the next player by blinking or the like. Since the app has no knowledge of rules it does not reject any move.
The players are themselves in charge and adhere to the rules of the game as
they know them. It is up to fellow players to protest if a rule is violated,
in which case an ‘undo button’ is pressed and the player in question plays
again. This is as with real cards. The app also has no knowledge of scoring. Players calculate and
register scores themselves. Here is a simple demonstration Footnote on possible additional functionality In all card games, there is an element of luck in terms of the
goodness of the cards one happens to receive. In the game of bridge, there
are tournaments in which the luck element is reduced by making comparisons
across tables between players that hold the same cards and face the same
opposition. The comparisons are possible because in
bridge, each player’s cards in a given game are
taken from a pocket in a folder, laid down in a row before the player as the
game proceeds - without being mixed with other cards, and returned to the
same pocket when the game is over. The
initial distribution of cards on the four players is thus ‘reconstructed’.
The folder travels from table to table. The same game is thus played
by different players. In other card games, cards are inevitably mixed during the game, such
that reconstruction of initial distributions, as well as possible additional
dealings throughout the game, is difficult, if not completely unfeasible. A
digital solution handles this easily. The app described here can be expanded
to register deals and repeat them for any number of other players. With such
and add-on, it will allow tournaments based on the principle of luck
reduction – as practised in bridge - to be
introduced in all other card games. |