Post by blackgauntlet on Nov 3, 2011 2:27:18 GMT -5
This is how a full game of Stellik (aka Stellik Majeure/ Imperial Stellik) is played. Attached below.
Edit: Stellik Majeure is a game played by Zendu Haridosse and Templar Inquisitors. It combines esoteric elements (casting of spells) with the grandeur of conquests (battling between factions). The spells are actually translations of Shalun's more prominent Laws; for example the "High Priestess" is able to return a card into play which was killed- translated to Shalun Law "Respect: Mock not He who has Martyred, for Many More Shall Return".
As a teaching aid for the young, only the Major Arcana is used for its simplicity with 11 Basic Laws- covering Honesty, Faith, Humility & other positive traits and 11 Basic Orders - covering Piety, Justice, Duty & other desirable actions one should perform.
When used with the Minor Arcana, the game becomes very complex and requires extensive memory work, wits, strategy and a little luck to be one of the top players.
The game has also gained much popularity amongst the nobles; thus earning its other name- Imperial Stellik. This complicated game also requires the use of tokens in the form of Runestones. Runestones are usually crafted with precious minerals that are well out of peasants' reach. Each Clan and Syndicate have their own favorite crystals and gemstones to play with. Colors and designs also differ amongst families.
A successful player would be able to amass a huge variety of RuneStones in his possession.
The lesser version, known only as "Stellik", plays only using the Minor Arcana and Shillings in replacement of the Runestones.
The rules of Stellik is almost similar to that of Stellik Majeure, but only for 3 or 4 players, and is played as such:
1) Every player agree upon the bet; 100 Shillings, 200 Shillings and so forth. Shillings are in denominations of 1, 2, 5 and 10.
2) Everyone will put their Shillings into a large purse and shaken well.
3) Each player are given a full suit of the cards (minus the Page/Knave card) and 5 opaque shot cups and 1 pint mug each.
4) Each player would draw 10 times from the purse each and throw them into their mug.
5) Once done, the player with the most Shillings would start the game, followed by the player with the 2nd most Shillings and so forth.
6) The "price" to hire the Mercenaries in your hand is equal to the amount of Shillings you have to pay from your mug. You may pay them more but not less.
7) You may keep hiring as many Mercs as you want during your turn, as long as you have the Shillings to do so, up to a maximum of 5. Put the Shillings you used to pay them into the shot glasses for each and place it over the card, bottom up.
8) You may also choose to attack another player's Merc. To attack, choose your Merc and the enemies' Merc. Each will use up to 3 Shilling pieces from the mug and call heads or tails for individual coins. Those that were guessed correctly is added to the Merc's level.
9) Minus the difference between each. Example: Player 1 scores Shillings; 2X5 Shillings (Successful Guess) + 1x10 Shilling (Unsuccessful Guess) + Suit; 6 = 16. Player 2 defends with Dice; 3X5 Shillings (Successful Guess) + Suit; 2 = 17. Player 1 loses by 1.
10) The loser will remove the shot glass and take out a Shilling piece of any denomination, as long as it is equal to or greater than the difference from the battle, from the pile and put it into the purse. If there are no Shillings left in the glass, the Merc is considered DEAD. The Shillings used to fight the battle will be forfeited to the victor.
11) Before the battle, the other player(s) may make a bet on who would lose. Should the player(s) get it right, the Shilling(s) lost by the loser goes to player(s). If there's more than 1 player betting on the same side who lost, flip all the coin(s), guess heads-or-tails and take the Shillings facing up with their guess.
12) If the player(s) guessed wrongly, they will have to remove a Shilling piece from the strongest Card in their play and put it into the purse.
13) The game continues until you can no longer hire anymore Mercs and have no cards in play. You may keep the money in the mug for another drink, call your wife to pick you up or pay for a cab back home.
14) The winner is the player with at least 1 card in play and may take ALL the money from the purse.
Edit: Stellik Majeure is a game played by Zendu Haridosse and Templar Inquisitors. It combines esoteric elements (casting of spells) with the grandeur of conquests (battling between factions). The spells are actually translations of Shalun's more prominent Laws; for example the "High Priestess" is able to return a card into play which was killed- translated to Shalun Law "Respect: Mock not He who has Martyred, for Many More Shall Return".
As a teaching aid for the young, only the Major Arcana is used for its simplicity with 11 Basic Laws- covering Honesty, Faith, Humility & other positive traits and 11 Basic Orders - covering Piety, Justice, Duty & other desirable actions one should perform.
When used with the Minor Arcana, the game becomes very complex and requires extensive memory work, wits, strategy and a little luck to be one of the top players.
The game has also gained much popularity amongst the nobles; thus earning its other name- Imperial Stellik. This complicated game also requires the use of tokens in the form of Runestones. Runestones are usually crafted with precious minerals that are well out of peasants' reach. Each Clan and Syndicate have their own favorite crystals and gemstones to play with. Colors and designs also differ amongst families.
A successful player would be able to amass a huge variety of RuneStones in his possession.
The lesser version, known only as "Stellik", plays only using the Minor Arcana and Shillings in replacement of the Runestones.
The rules of Stellik is almost similar to that of Stellik Majeure, but only for 3 or 4 players, and is played as such:
1) Every player agree upon the bet; 100 Shillings, 200 Shillings and so forth. Shillings are in denominations of 1, 2, 5 and 10.
2) Everyone will put their Shillings into a large purse and shaken well.
3) Each player are given a full suit of the cards (minus the Page/Knave card) and 5 opaque shot cups and 1 pint mug each.
4) Each player would draw 10 times from the purse each and throw them into their mug.
5) Once done, the player with the most Shillings would start the game, followed by the player with the 2nd most Shillings and so forth.
6) The "price" to hire the Mercenaries in your hand is equal to the amount of Shillings you have to pay from your mug. You may pay them more but not less.
7) You may keep hiring as many Mercs as you want during your turn, as long as you have the Shillings to do so, up to a maximum of 5. Put the Shillings you used to pay them into the shot glasses for each and place it over the card, bottom up.
8) You may also choose to attack another player's Merc. To attack, choose your Merc and the enemies' Merc. Each will use up to 3 Shilling pieces from the mug and call heads or tails for individual coins. Those that were guessed correctly is added to the Merc's level.
9) Minus the difference between each. Example: Player 1 scores Shillings; 2X5 Shillings (Successful Guess) + 1x10 Shilling (Unsuccessful Guess) + Suit; 6 = 16. Player 2 defends with Dice; 3X5 Shillings (Successful Guess) + Suit; 2 = 17. Player 1 loses by 1.
10) The loser will remove the shot glass and take out a Shilling piece of any denomination, as long as it is equal to or greater than the difference from the battle, from the pile and put it into the purse. If there are no Shillings left in the glass, the Merc is considered DEAD. The Shillings used to fight the battle will be forfeited to the victor.
11) Before the battle, the other player(s) may make a bet on who would lose. Should the player(s) get it right, the Shilling(s) lost by the loser goes to player(s). If there's more than 1 player betting on the same side who lost, flip all the coin(s), guess heads-or-tails and take the Shillings facing up with their guess.
12) If the player(s) guessed wrongly, they will have to remove a Shilling piece from the strongest Card in their play and put it into the purse.
13) The game continues until you can no longer hire anymore Mercs and have no cards in play. You may keep the money in the mug for another drink, call your wife to pick you up or pay for a cab back home.
14) The winner is the player with at least 1 card in play and may take ALL the money from the purse.