Wikipedia talk:Trading card game/Rules proposal 2

A version based off the above (Rules proposal 1) but with signifcant differences.

The 40 card deck is made up of 2 types of cards: Players can decide how they distribute the proportion of each type of cards. (The deck may not have a "User" card; such card starts on the field and does not count towards the 40 cards per deck limit) The Editor cards are:
 * Editors (white= "good" and black= "bad" )
 * Articles
 * User: All players must start with this card placed face-up on their side of the field. May use "Article" cards and revert vandalism once per turn. May vandalize once per turn.
 * Rollbacker: If you have this card in your hand, you may place it over the "User" card. Abilities of user + can revert one more time per turn (total: 2 times per turn).
 * Administrator: If you have this card in your hand, you may place it over the "Rollbacker" card.
 * Bureaucrat: If you have this card in your hand, you may place it over the "Administrator" card.
 * Sockpuppet: A card that can be placed on your side of the field seperate from your user card. As long as this card remains face-up on the field, whenever your opponent upgrades, throw a die. If result is 6, upgrade not done and opponent must wait another turn to try again. (symbolizes how sockpuppets may add additional "oppose" !votes to disrupt consensus when it comes to stuff like RfA and RfB). May vandalize once per turn.
 * Meatpuppet: A card that can be placed on your side of the field seperate from your user card. As long as this card remains face-up on the field, whenever your opponent upgrades, throw a die. If result is 5, or 6, upgrade not done and opponent must wait another turn to try again. (symbolizes how meatpuppets may add additional "oppose" !votes to disrupt consensus when it comes to stuff like RfA and RfB). May vandalize once per turn.
 * Mercenary vandal: May vandalize once per turn.
 * Checkuser: If you have this card in your hand, you may place it under the "user" card. The card at the top inherits its effects as well. Checkuser may have reversions of vandalism made by "Sockpuppets" and "Meatpuppets" count towards the "4 vandalism allowed via main user card" (because it would run a checkuser and find the connection), thus owner of those "Sock/Meat puppets" must discard top card of their deck.

The Article cards are: FAs can only be placed over "A" classes, "A" classes over GAs, etc.
 * Stub: 1 point
 * DYK: 2 points
 * Start class: 4 points
 * "C" class: 8 points
 * "B" class: 16 points
 * GA: 32 points
 * "A" class: 64 points
 * FA: 128 points

All players must start with a "User" card (one of the Editor cards) on their side of the field (each player takes the role of a normal Wikipedia user). Each player may play only one Editor card per turn, though he is otherwise not limited to how many editors he may have in play.

Die is thrown to decide who starts, then clockwise.

All players draw 5 cards. Player 1 draws 1 card to start his turn. Total cards in hand: 6.

Say player 1 has following cards in his hand:
 * Rollbacker
 * Administrator
 * Stub
 * DYK
 * "A" class
 * FA

Player 1 can...
 * Place the Rollbacker card on top of the user. This is called upgrade (for placing the administrator card he must wait one turn).
 * Play the Stub card face-up on his side of the field and place the DYK card over it. This is called contribution. (unlike uprading, when contributing you may place as many "article" cards as possible in the same turn, thus you can place stub and DYK because they follow but not "A" class nor FA because you need to fill the gaps between with Start class, "C" class, "B" class, and GA first)

Player 1 does both, so he has a rollbacker placed over a user and a DYK placed over a stub. He ends his turn with 4 points.

Player 2 starts his turn, so he draws 1 card. Total cards in hand: 6.

Say player 2 has the following cards in his hand:
 * Mercenary vandal
 * Sockpuppet
 * Meatpuppet
 * Stub
 * DYK
 * FA

Player 2 may...
 * Play stub, and place DYK over it.
 * Play sockpuppet, meatpuppet, or mercenary vandal.
 * Vandalize an opponent's article card, in this case DYK (this is shown as turning to horizontal position the DYK card, as well as the stub card beneath it), which makes the card worth 0 points until the vandalism is reverted (card turned back to vertical position), which makes the article card worth its value written on it.

Player does all this. Player 2 has "4" points and Player 1 has "0" points.

On next turn player 1 reverts the vandalism. As a result, DYK points count once again and player 2 must discard card on top of deck. If player 2 has vandalism made via his main "User/Rollbacker/Admin/Crat" card 3 more times (1/4 used), he is "blocked" and loses the game.

Now, sockpuppets/meatpuppets/mercenary vandals are usefull because thay can vandalize but "without the connection between the main user card and it being traced", thus its vandalism does not count towards the "4 vandalism allowed via main user card" limit. Checkusers may stop this "usefulness" for "Sock/meat puppets", but not for "vandal mercenaries". This is fair because Sock/Meat may also disrupt opponents upgrades, whilst vandal mercenary not.

In order to make the game more centered on collaboration, there are additional rules for the "Articles" cards. When you place the GA class (above "B" class) and FA (above "A" class) cards, another player must "approve" the article's new status. How does this work? When a player has an article pile going up to "B" class, a GA card on his hand, and it is his turn, he may show his GA card to the rest and request approval. Basically, another player must say something like "article approved" in order to allow the player to place the GA card. Once "article approved" is said, there is no turning back. But what does the player that approved win? Well, the player that requested and obtained approval automatically "approves in advance" any GA that the-player-that-approved-his creates in the future. Approval is likely to occur when, in game of at least 3 players, 2 have a pile ending in "B" class and a GA card on hand or a pile ending in "A" class and an FA on hand. That way, the 2 players "surpass" the third. Approval obliges players to collaborate, and can mean great advantages, because since every "article step" doubles the previous' points, it makes a great difference.

Also, players may also make combined piles, which is that one player puts a stub card, the other (with permission) a DYK over it, the first player a Start class over it, the second a "C" class over it, and so on. The benefit in this is that the total points of a combined pile are shared and doubled.

On summary, a player can play nice (white cards only and collaborate with others) or rough (also black cards) (playing rough may have serious in-game consequences, so it is risky) in order to fulfill objective: say 250 points.

This is a very, very beta/draft variation of set of rules above, thus it is incomplete (admin and crat have no abilities) and the explanation a bit sloppy.


 * Proposed by ♠  TomasBat
 * Discuss this proposal at Wikipedia talk:Trading card game/Action plan/Phase 1:Rules.