Casis Card game featuring Lumen The Guise of Darkness

Men tremble,
as the humble stumble
before the proud.

Women quiver,
shudder and shiver,
while evil walks in pride.

Inside, hearts cry out:
For justice, for truth,
for light.

Night falls.
The righteous whisper,
the bellicose shout…
and though fading
like the last rays of day,
hope calls…

Lumen: The Guise Of Darkness!

 

You can always read the first Lumen story online for free. But, paperback, e-book, and audio versions are also available!



GraceRock Media's new game Casis(TM)

Casis card game logo

Casis™ - The game where mysteries are solved on a case by case basis!

* Casis rhymes with basis

Check out Casis™ featuring Lumen The Guise of Darkness

Want to try some new twists on classic games?

Copyright 2017 Patrick Bain All Rights Reserved

Casis™

Objective: Complete a majority of cases before your opponent to become a master sleuth.

Game Components: 52 card set of standard playing cards and 3 standard six-sided dice for 2 to 3 player games.  Two 52 card decks are used for 3 to 6 player games.

Organization of the Cards: Cards are organized as cases with Kings, Queens, and Jacks representing suspects, cards 2 to 10 representing clues, and aces representing wild cards.
Club casesK-10-9-8, Q-7-6-5, J-4-3-2.  Ace of clubs may be used as a wild card to substitute for any clue card for Club cases.
Diamond casesK-10-9-8, Q-7-6-5, J-4-3-2.  Ace of diamonds may be used as a wild card to substitute for any clue card for Diamond cases.
Heart casesK-10-9-8, Q-7-6-5, J-4-3-2.  Ace of Hearts may be used as a wild card to substitute for any clue card for Heart cases.
Spade casesK-10-9-8, Q-7-6-5, J-4-3-2.  Ace of spades may be used as a wild card to substitute for any clue card for Spade cases.

There are 12 cases in each deck of cards.  The required number of cases that must be solved to make a majority is as follows:

In EASY PLAY RULES game, 3 cases makes a majority. 1 deck may be used for 2 and 3 player games.

MASTER RULES
Two player game – (1 deck) seven cases
Three player game – (1 deck) five cases, (2 decks) nine cases
Four player game – (2 decks) seven cases
Five player game – (2 decks) six cases
Six player game – (2 decks) five cases

Note: Majority = total # of cases divided by the number of players plus one

How to Win:  As players conduct their investigation, they collect suspect cards and clue cards.  Players attempt to complete the required number of cases by obtaining each of the 4 cards necessary to solve a case.  For example, the King, Ten, Nine, and Eight of Clubs, when collected by one player, successfully completes a case.  When one player solves the number of cases to satisfy a majority, the player is declared a master sleuth and wins the game.


EASY PLAY RULES:

  1. Deal six(6) cards to each player. The remaining cards form the draw pile.
  2. Each player chooses 4 cards to hold and places the remaining cards down in his visible cards area. Cards placed in the visible area still belong to that player. The 4 cards held by a player are protected from other players.
  3. On a player's turn, the player may choose 2 cards from the draw pile, select 1 card from the other player's visible area, or challenge for two cards from another player's visible area.
  4. When a player challenges for two cards, the challenger throws two dice and the other player throws one die. Both of the challenger's dice must be equal or greater than the other player's die to win the challenge. If the challenge is won, two cards are collected. If the challenge is lost, NO cards are collected. Alternatively, Rock-Paper-Scissors may be played for challenges.
  5. If a player only wishes to select one card from another player's visible area, no challenge is necessary. However, the owner of the card may make a challenge to keep the card. The challenge rules are the same, except if the owner challenges and loses, he forfeits two cards. If the challenger wins, no cards are forfeited.
  6. After collecting cards, the player may lay down completed cases or decide which cards to hold and which cards to lay in the visible area. The player is only allowed to hold 4 cards when completing a turn.
  7. Cards are collected to form cases as described above. The first player to solve 3 cases wins the game.

MASTER RULES Game Play:
Investigation Phase – collect an initial set of suspect and clue cards

  1. Roll a die to determine the order for the investigation phase.
  2. In turn, each player gets 20 seconds to collect cards.
  3. The person with the highest die roll begins.  That player holds the entire deck (or decks) in one hand and rolls two dice with the other hand.  If an even number is rolled (2, 4, 6, 8, 10, 12), the player collects two cards from the deck.  If an odd number is rolled (3, 5, 7, 9, 11), the player collects one card from the deck. The activity of rolling the dice and collecting the card or cards continues until the timer runs out.  (Younger players can roll a single die.)
  4. When the timer completes, the next person continues the investigation phase in the same manner.
  5. When all players have completed the investigation phase, the remaining cards are set aside for the Draw Pile.

Analysis Phase – each player reviews collected cards for complete cases

  1. Players review their own collected cards for complete cases. (Example: Queen, 7, 6, and 5 of Hearts)  (Example: Jack, 4, 2, and Ace of Diamonds)
  2. Any completed cases are set aside.  These cases count towards the total necessary to win the game. Except in the bluff variation, completed cards are placed face up for review by opponents.
  3. From their remaining cards, players each keep four cards to hold in their hand.  These cards are protected and are not shown to the other players.
  4. Each player’s remaining cards are set down in front of them by suit.  These cards still belong to the player, but they are visible to all the other players.
  5. The visible cards are open for all other players to win through challenge play.

Challenge Phase – take turns collecting cards from the Draw Pile or other players

  1. For challenge play, the order is reversed from the investigation phase order (unless it is desired for the most skilled players to go last.)
  2. During a player’s turn, the player may draw 1 card from the Draw Pile or the player may challenge another player for one or two of their visible cards.
  3. To challenge, the player announces a challenge for either 1 card or 2.
  4. To challenge for 1 card, the challenger rolls the two red dice and the card owner rolls one white die.  If either of the red dice is greater than or equal to the one white die, the challenger wins the one card.
  5. To challenge for 2 cards, the challenger rolls the two red dice and the card owner rolls one white die.  If both of the red dice are greater than or equal to the one white die, the challenger wins two cards. Otherwise, the challenge fails and no cards are obtained.
  6. If the player completes a case on his turn, the player reveals to opponents and sets it aside.  It counts towards the total number of cases necessary to win.
  7. The player ends his turn by deciding which four cards to keep protected in his hand.  They may or may not be the same cards previously held.
  8. The next player takes a turn.  Play continues until one of the players solves the number of cases to create a majority.

Tie Breaker – When the cards run out before one player reaches a majority

  1. Reshuffle all cards including completed sets. Each player starts with eight cards regardless of the number of decks or players.
  2. Remaining cards are put in the Draw Pile.
  3. Each player chooses 4 cards to protect and lays down 4 cards
  4. On a player’s turn, she draws one card from the draw pile or one card from another player’s visible cards.
  5. Challenge for two cards by each player throwing one die.  Continue throwing until one player has a higher number. Challenges can be used to collect two cards or prevent another detective from stealing a card. (Variation:  play rock-paper-scissors for the opportunity to collect 2 cards, the player who is losing a card could also challenge rock-paper-scissors to avoid losing a card.  That player would lose two cards if the challenge fails.)
  6. When completing a turn, a player decides which 4 cards to protect in her hand.
  7. Continue tie-breaker play until one person achieves a majority.

Note: Ties can occur if the visible cards and draw pile cards are no longer available.  Ties can also occur when a stalemate is reached because of protected cards.


Game Variations – Any or none of these variations may be used for Casis™ game play

Team Play Variation – Teams of two work together to collect the necessary cards to solve a case.

  1. For Four person (two team) play – 13 total solved cases necessary to complete a majority.
  2. For Six person (three team) play – 9 total solved cases necessary to complete a majority.
  3. Each team mate keeps his own private hand.  There are no challenges between team mates.
  4. Instead of drawing or challenging in a given round, a player may take a card from her hand or visible cards to lay on her team mate’s visible cards.  However, a completed set may NOT be set aside until the partner takes his turn.
  5. Opponents may challenge for any cards in the same way as before, including cards that were set down by one team member for her partner.

No Dice Variation – Cases solved the same way, but no dice challenges

  1. ‘No Dice’ games are played by the same rules as the Tie Breaker.
  2. Challenge rules: play rock-paper-scissors for the opportunity to collect 2 cards, a player who is losing a card could also challenge rock-paper-scissors to avoid losing a card.  That player would lose two cards if the challenge fails.
  3. Rules for solving a mystery and the number of required sets remain the same.

Bluff Variation – Players complete a case but only reveal the suspect card

  1. In this game, twelve cards from each deck are set aside for the Draw Pile.
  2. The remaining cards are dealt to the players.
  3. Players are able to protect 4 cards and lay the rest down in their visible area.
  4. Game play only involves challenges. No cards are drawn from the Draw Pile unless a set is completed.
  5. Cases can be solved according to the standard rules.
  6. One card is selected from the Draw Pile each time a set is laid down.
  7. A player can claim to complete a case without having all three clue cards.  If found out and proven to not have the necessary evidence to complete a case, that player loses up to three completed cases and a turn.
  8. If another player falsely accuses a player of bluffing, the false accuser gives a completed case to the challenged player and loses a turn.
  9. A player that has not completed any cases cannot challenge a bluff.
  10. In the Bluff Variation, all players get a final turn for the opportunity to challenge a bluff.  Bluff challenges can be made on any case except during the last round.  Only cases completed in the last round can be challenged during the final turn round.

Copyright 2017 Patrick Bain All Rights Reserved

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Lumen Chapter 1 Casis(TM) featuring Lumen    

Copyright 2017 Patrick Bain All Rights Reserved.