Red & Black
This is a card game for two players about bluffing, hidden
knowledge, and two colours.

Your goal is to guess what's in the other player's hand.

=== 0. [THE START] =========================================

Get a deck of cards. You're looking for a deck of cards that
can be easily divided into two equal and visually distinct
groups: the standard is a standard 52-card deck of playing
cards. (You can, however, use different numbers of cards for
the deck -- even change the ratio -- without damaging the
integrity of the game.) For this reason, throughout these
rules the two colours will be referred to as RED and BLACK.

At least thirteen cards of each colour is ideal; at least
nine of each colour is the bare minimum.

Deal a hand of five cards to each player, then a "River" of
three faceup cards between. Wait! Before you deal the last
card, have the non-dealing player guess what colour this
last card will be. Use this guess to decide who goes first.

=== 1. [THE END] ===========================================

At this point, the game has begun. Starting right now, at
any time either of you can end the game by guessing what's
in the other player's hand: "Four Black, One Red!" When you
do this, the game is over. If you were right, you win. If
you were wrong, you lose. That's it.

There are a few important points at which calling out your
opponent's hand is disallowed:

* Whenever your opponent's hand isn't really in any certain
state. Wait until they're finished discarding or swapping
cards from their hand.
* Whenever your opponent has already made a guess. The game
is already over. If you start having problems with
simultaneous guesses, require players to state that they're
about to make a guess before they say exactly what it is.

=== 2. [THE IN-BETWEEN] ====================================

So, you understand where you two start -- and what your goal
is -- but I can almost hear you thinking "but how am I meant
to get there?" Well, here it is: what lies between.

On your turn you can take one of two possible actions. The
easier of them is the SWAP, in which you trade a card from
your hand with a card in the three-card river.

The ATTACK is a little more complex, and it forces your
opponent to reveal cards in defense -- and possibly discard
cards as damage.

=== 2A. [HOW TO "SWAP"] ====================================

Choose a card in the river. If it's faceup, take it and put
another card from your hand in its place, facedown.

If it's facedown, peek at it first. You may now (as above) swap
it with a card in your hand, putting your card in its place,
facedown. Otherwise, leave it where it is.

* You aren't allowed to take a card from the river into your
hand, shuffle it around a bit, then put it back. Either you
leave it or you swap it.

That's the swap. Remember that every time you move a card
from your hand to the river, you put it facedown. Also, the
size of the river never changes.

=== 2B. [HOW TO "ATTACK"] ==================================

* You cannot attack on the first turn of the game (i.e. the
first player's first turn).

Choose a colour. Your attack comes in the form of X cards of
that colour. You may reveal 3 Red cards or 1 Black card, but
not 1 Red card and 2 Black cards. Things that are allowed,
but not advised: attacking with 0 Red cards, or 5 Red cards.

After you reveal cards ("I attack with 2 Red cards"), your
opponent -- the "Defending Player" -- does the same: he or
she chooses a colour and reveals X cards of their own chosen

Now each player knows their Power: an Attack or Defense has
power equal to the number of cards involved.
(e.g. 2 Red cards = 2 Power; or 1 Black card = 1 Power)

* If the attacker and defender are using different colours,
the River comes into play! Flip the entire River faceup now!
Each Red card in the river adds to the Power of the player
who chose Red. Likewise for Black cards.

If they are using the same colour, do not involve the river.

Conflict resolution: If the attacker's Power is greater than
the defender's Power, the defender discards cards equal to
the difference. Cards are discarded faceup, and the cards
that were used to defend may be discarded! This is generally
a good idea so as to reveal minimal information.

* Discarding cards is super bad: you never get them back.
Your hand size is permanently reduced.

* The attacker never has to discard cards.

=== 2C. [A SHORT EXAMPLE ATTACK] ===========================

In the river are 1 Red card and 2 facedown cards.

You attack with 1 Red card; in response your opponent
defends with 3 Black cards.

The river is turned faceup! It contains: 3 Red cards!

Red Attack Power =   4 (1 card  + 3 in the river)
Black Defend Power = 3 (3 cards + 0 in the river)
Result: 4 - 3 = 1.
Defending player (your opponent!) discards 1 card.

=== 3. [THAT'S IT] =========================================

Go find a friend, or a co-worker, or your boss, or your mom.

Play this game.

=== 4. [CREDITS] ===========================================

* This game was designed during a game jam over the course
of several hours by the following three humans:

* Alexander Martin (Droqen),

* Taylor Bai-Woo (Kinzy), and

* David S. Gallant.