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There are many games, sports, and contests prevalent on Qirsyllviar. Some are similar to Earth's, others are Qirsyllvian specific.
Anagyrizo is a Qirsyllvian board game for two-to-four players that requires skill, strategy, and a bit of luck. The board is 20x20 squares and each player has sixteen round tiles, either black, white, red, or blue. There are four different symbols (colored opposite of the color of the tile), two of which are on either face of the sixteen tiles. Four of them have the same symbol on each face, while all the rest have different symbols on each face with twelve different combinations.
The objective is to capture all the opponent's pieces. The players take turns moving a single piece between one or three squares horizontal, vertical, or diagonal directions. As the player moves the piece they turn the piece they move over, switching them between one of the two symbols on either side. When a player's piece lands in a square, if an opposing piece is in an adjacent square with the same symbol facing up, the player who's current turn it is captures that piece. A player can only take a piece this way. Assuming an opponent places a tile adjacent to a tile with a different symbol facing up initially, the other player can simply turn a piece over without moving it, capturing the piece that way.
Players need to be careful and memorize which symbols are on which tiles as they move. If they need to, a player can lift a piece up to check what symbol is on the opposite side before moving it, so long as the tile does not lose contact with the board; if it does lose contact, the player must move that piece.
The game can end with neither player having tiles that can take the remaining tiles of the opponent; in that case… the player with the most remaining tiles is the winner, or it can be a draw if the the players are even.
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Nature Eight is a dice game played in Marlakcor and Fuso.
It is played with three eight-sided dice with the bagua trigrams (☲, ☴, ☵, ☷, ☰, ☱, ☳ & ☶) on them. To prevent confusion between the value of the rolls, since there are two sets of symbols that look similar to each other, the line of the trigram closest to the tip of the die is regarded as the top line of the trigram.
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Twelve Spirits is a gambling dice game played in Marlakcor and Fuso.
It is played with two twelve-sided dice. One is numbered 1 through 12 and the other has the name of the twelve animals of the Wanzu Zodiac on each side.
The game relies heavily on luck but it's possible to cheat with modified dice (i.e. loaded dice), as players either share dice or use their own.
Money is usually gambled, but the game can be played without money, and there are versions without stakes where points are counted using the dice results instead of having money gambled.
The player's held value is referred to as a pouch.
The game starts with a pot contributed to by all players, and players take turns rolling the dice counterclockwise from each other.
When the dice are rolled, the result of the numbered die is subtracted from the result zodiac animal die's place in the zodiac order. Positive results are wins and the player takes the indicated result from the pot, negative results are losses and the player adds the indicated result to the pot.
Assuming money is gambled, the value of the coin pieces in the pot don't matter and have no impact on the game, but players will often grab higher value coins for profit reasons if they think they can win or they don't plan on seeing the game through to the end.
The game ends if the pot is emptied or there is only one player left:
If a player loses his entire pouch, he's out of the game in one of two ways: if his last loss was equal to what he had left, he has one last chance to make a comeback or he's out of the game. If his last loss was more than what he had left, he's out of the game and left with a debt. Of course, players don't have to be eliminated, they can quit the game at any time, taking whatever they have left in their pouch.
If the last roll was positive and equal to what was left in the pot, the game ends if next player rolls another positive outcome, yet continues if the result was negative. If the positive last roll was more than what was left in the pot, the game ends there. If the game ends with the pot being emptied, the player with the most left is the official winner.
If there are no players left before the pot is emptied, the last player standing is the winner and keeps the remaining pot. Eliminated losers are often left with debts.
The game can be called to an end before the pot is emptied or there is a final player standing. If the game is called, the remaining pot is split between the remaining players.
A dice game played in Talmyrnia. The game and rules are similar to Twelve Spirits, the only difference is that six five-sided dice are used, three for the numbers, and three for the twenty-five Talmyri zodiac animals.
Qirsyllvians have playing cards just like Earth, but there is a big difference: the suits are different, there are five suits in five different colors, and there are more face cards and Jesters.
The five Qirsyllvian card suits are: Skulls, Shields, Goblets, Blossoms, and Gems. Like the real world, there are ten number cards for each suit, from 1 (still called ace like in the real world) to 10. Meanwhile the face cards from highest to lowest value, are:
The images of the face cards on the Skull, Shield and Goblet suits are male, but the images on the Blossom and Gem suits are female. The female face cards are considered equal value to the male counterparts, not inferior. There are also five Jesters which act as wild cards.
The face cards and jesters may look differently depending on where they're made, and these images often change with the times. Often the image depicted on the face cards is a famous historical person relevant to the country or culture that manufactured an individual deck, but more often another famous figure is adopted.
With five suits and fifteen cards per suit, plus five Jesters, the total number of cards in a Qirsyllvian playing card deck is eighty.
Save for the difference in decks, Qirsyllvian poker rules are basically identical to real-world poker. The main difference is that the rules allow for six-card hands. There is also the additional "six of a kind" hand, but is only possible with a Jester like real-world "five of a kind."
Since a Qirsyllvian deck has twenty-eight more cards than real-world decks (which have fifty-two), Qirsyllvian poker has even more possible hand combinations and relies even more on skill and luck.
- Anagyrizo (αναγυριζω) is a Greek word that means "turn over," which describes the main way players move their pieces.
- Anagyrizo is the Greek word for "turn over," as separate words. As one word, "turnover," the word would be tziros (τζιρος).
- Anagyrizo tiles are sometimes used for coin tosses.
- The numbers and letters displayed in the pip of the number and face cards are Zedylric numerals and characters respectively.
- Like real world playing cards, the Ace is still the highest value card in the deck.