Round 10/Proposal Ideas

Feel free to expand ideas, write them out in more detail, add new ideas, etc.

Less Fleshed-Out Ideas

 * Win condition (Victory points, potentially poker/card themed?)
 * Secondary currency to allow special actions including buying victory points, changing lots in some way?
 * Increasing the number of lots generated to be two times the number of players that bid in the previous auction
 * Increase the number of cards per lot to 3
 * Scaling the payout of placements (Total bet amounts distributed across placements?) and increasing the number of placements
 * Let new players get coins right away in a way that is minimally exploitable
 * Explicitly legislate that players lose their items when they leave the game
 * Add non-tradable chips that players gain when they first join (babychips). Only gained during the auction phase.
 * Timeout period to rejoin if you leave?

Building the Auction Casino
This proposal aims to add a number of activities, called Games, for users to take part in in an official manner in their down time. During this drafting process, comments will be left below in italics, and are not meant to be included in the final proposal.

But first, some groundwork:

Rename rule "Auctions" to "The Auction Casino"

In rule "The Auction Casino" add section "Participation" with the following text:

The "Participation" value of the Auction Casino is given by one of the following criteria, whichever is higher:


 * 10
 * 2 for every 3 players
 * 2 of every player who bid in the previous auction for card lots

In rule "The Auction Casino" section "Lots, amend the following text:

"Each lot consists of three cards. Each auction has the higher option of:


 * Ten lots
 * 2 lots for every 3 players
 * 2 lots for every player who bid in the previous election "

To:

"Each Auction in the Auction House has a number of Lots that contain 3 cards each equal to the Participation value of the Auction Casino at the time the Lots are generated."

And the text:

"During any phase other than the Auction Phase, if there are fewer lots than the number specified above, any player may generate a Lot by generating a set of cards to fulfill that Lot."

To:

"During any phase other than the Auction Phase, if there are fewer Lots that contain cards than the number specified above, any player may generate a Lot by generating a set of cards to fulfill that Lot."

In rule "The Auction Casino", add section "Art" with the following text:

During the Auction Phase, a player may put a Work of Art that they own up for Auction as a Lot in the Auction House. During the Bartering Phase, a player may take down a Work of Art that they own from Auction in the Auction House, removing its Lot. A Work of Art that is up for Auction remains up for Auction until it is taken down by its owner or until the Lot containing the Work of Art is won. If a Lot containing a Work of Art is won at the Auction House, then its value becomes the value of the winning bid and the the player that put it up for Auction gains a number of chips equal to the winning bid on that Lot. If a player placed the winning bid on a Work of Art, then that player becomes the new owner of the Work of Art.

After the Auction Phase, but before the Revelation Date for bids is up, any player may generate the bids of up to 3 Third-Party Auctioneers on a given Lot containing a Work of Art. The bids of the auctioneers must be generated as a random number between the Value of the Work of Art and the Participation value of the Auction House at the time the bids are generated, multiplied by 10.

If a Third-Party Auctioneer wins the bid on a Lot containing a Work of Art, then the Work of Art is no longer owned by any player and the Work of Art is no longer up for Auction.

Add rule "Games" with the following text:

There are two types of Games that players can participate in, Limited Access Games and Limitless Access Games. Unless otherwise specified, a player may only participate in a Limited Access Game at most 1 time in a given week. A player may participate in a Limitless Access Game as many times as they like, so long as they are not participating in multiple games at the same time. A player may begin participating in a game by announcing their intent to do so in the appropriate channel (#game-actions, unless otherwise specified). A player ceases participating in a game when there is no reasonable action left to take in the game, or when they announce their intent to cease participation in #game-actions.

Slots
Slots are a Limited Access Game that a player may participate in at most 3 times per week.

When a player chooses to play the slots, they must put 6 chips in the machine (losing them in the process). A player may not play the slots if they do not have enough chips to do so. Then the player rolls 3 times on the following table:

Afterwards, compare your 3 Values with the chart below and claim your payout, if any. Values of the same kind must be sequential in the rolls to count. If multiple payouts apply at the same time, you gain the effect of the payout higher in the chart.

The Studio
Participating in The Studio is a Limited Access Game that a player may participate in once per week by announcing their intent to do so in #the-studio.

Works of art have the following attributes: A Title, a Description, and a Value

While participating, a player may enter the studio and create a Work of Art. To create a Work of Art, the player must post a message to #the-studio, providing a Title for the Work of Art no more than 30 characters in length, and the Description of the Work of Art no more than 200 characters in length. The player then looses 50 chips. A player's attempt at creating a Work of Art fails if they do not have at least 50 chips to lose.

The initial Value of a Work of Art is determined by generating a number between 1 and the Participation Value of the Auction Casino when the Work of Art is created, then multiplying by 10.

War
War is a Limitless Access game that two players must consent to participate in.

Before the game begins, both players must agree to the items they are wagering.

Once both players have agreed to the items they are wagering, both players draw a card. The winner of the game is the player who drew the card with the highest rank. If the ranks of both cards are the same, then the winner is the player who drew the card with the highest suit. If both suits are the same, then each player draws a new card, and repeats until a winner can be determined.

Once a winner is determined, the items wagered by the losing player are immediately transferred to the winning player. If a player ceases participating in the game before a winner can be determined, then the items they wagered are immediately transferred to the remaining player, and the game ends.

Off to the Races
Off to the Races is a Limited Access game that multiple players may begin participating in by announcing their intent to do so in #the-raceway.

After a player begins participating in this game, but before the Race begins, that player may choose to enter a Horse in the race. To do so, the player must select a Name for their horse and two existing card properties, each selected from either the set of available card Traditions, Colors, Suits, or Ranks. A player may not enter a Horse in the race that has the same two properties as another horse.

When all participating players that would like to enter a Horse in the race have done so, ensure that at least 4 horses have been entered in the race. If there are fewer than 4 horses entered in the race, then the remaining number of horses are generated by drawing that many cards. These are NPC horses. NPC horses have a name that is the name of the card drawn for them, and properties equal to the Suit and Rank of the card drawn for them. If an NPC horse has identical properties to a horse already entered in the race, continue drawing cards until a valid horse is entered. Once the above criteria has been met, betting begins.

When betting begins, any player participating in the game may place bets on the horses they think will win. When a player bets, they lose that many chips. A bet fails if the player does not have enough chips to place that bet. The total sum of bets on all horses is known as the prize pool. When all participating players that wish to bet have done so, 10% of the prize pool (rounded down to the nearest whole number) is removed, and the Race begins.

The Length of the Race is equal to the number of horses that have been entered in the Race. A horse wins the Race when they have a Position that is greater than the Length of the Race. The Race ends when one or more horses win the Race. When the race begins, all horses in the Race start with a Position of 0.

To progress the race, perform the following steps in order, and repeat until one or more horses win the race. Any player with a horse in the race may perform any of the following steps, so long as they are performed in the right order.
 * Draw a card
 * Determine all horses in the race that share at least one property with the drawn card, and increase their Position by 1
 * If this is the first time that all horses have surpassed a given position:
 * Draw a card
 * Determine all horses in the race that share at least one property with the drawn card, and decrease their Position by 1

After the Race ends, each player that had a winning horse in the race recieves an amount of chips as winnings. If multiple horses won, the prize pool is divided evenly among the winning horses (rounded down). The winnings each horse a player bet on is equal to (P/W)*B, where P is the amount of the prize pool allocated to that horse, W is the total amount wagered on that horse by all players, and B is the amount of chips the player bet on that horse. If a horse wins that was not entered by a participating player, then the winnings for that horse are awarded to nobody.

The game ends after chips are awarded to the winning players, or after all players with horses in the race cease playing. If a player ceases participating in the game before it ends, their horse continues racing, but any winnings that player may have gotten go to nobody.

Sealed Bid Auctions

 * To avoid issues with time zones and sniping at the end, eliminate live bidding. Instead, each player secretly bids, and the person with the top bid wins, for the second-highest price.
 * Submit bids secretly by posting a (salted) hash in #auctions
 * Reveal bids at the end

Current draft
In the rule "Phases" replace the second and third paragraph with:
 * The Auction Phase: Monday, Tuesday, and Wednesday
 * The Bartering Phase: Thursday, Friday, Saturday, and Sunday
 * The Bartering Phase: Thursday, Friday, Saturday, and Sunday

Create a rule with the title "Secret Information" and the text:


 * When the rules authorize a set of players to "secretly" take an action (a "secret action") then those players can only take that action by posting in the relevant channel the type of game action to be performed, along with an SHA-256 hash containing a clear and unambiguous declaration of the action that the player is performing. It is strongly recommended to make the text to hash unpredictable, for instance by adding unrelated text to the end of the declaration. Since hashes are irreversible it is also strongly recommended to store the exact text that you hashed so that you can post it later.
 * Secret actions have the following properties, subject to modification by the rule that defines the secret action:
 * a channel in which the action must be performed (by default #game-actions).
 * a maturation date (by default the beginning of the next rules-defined phase after the action's performance).
 * a revelation date (by default three days after the maturation date).
 * During the period after the maturation date but before the revelation date of a secret action, the player who took that action must post the unhashed text corresponding to what they posted when taking the action (including the actions and the salt), and other players should verify that the unhashed text correctly matches up to the hashed text.
 * A secret action fails immediately after any of the following occur:
 * If, at the revelation date, the player has not revealed the unhashed text, that action fails.
 * If it is before the maturation date and the message in which the hashed text was sent was edited, that action fails.
 * The player posts an attempt to perform a secret action and they already have an attempt which has not failed at the time of posting the new attempt, then the former attempt fails.
 * Players may generate SHA-256 hashes by any method that results in a hash verifiable to be computed from the original message by other players. For convenience, here are a few unaffiliated websites that can be used to generate SHA-256 hashes:
 * https://emn178.github.io/online-tools/sha256.html
 * https://passwordsgenerator.net/sha256-hash-generator/
 * https://xorbin.com/tools/sha256-hash-calculator
 * Players may generate SHA-256 hashes by any method that results in a hash verifiable to be computed from the original message by other players. For convenience, here are a few unaffiliated websites that can be used to generate SHA-256 hashes:
 * https://emn178.github.io/online-tools/sha256.html
 * https://passwordsgenerator.net/sha256-hash-generator/
 * https://xorbin.com/tools/sha256-hash-calculator

Amend Rule "Auctions", subrule "Bidding" so that it reads in full:
 * During an Auction Phase, as a secret action in #auctions with default maturation and revelation dates, players can place bids on one or more distinct active lots. When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.
 * In addition to normal failure conditions for secret actions, bids fail if any of the following occur:
 * If, when a player reveals their bids, one or more of those bids are not a natural number greater than zero if more than one of them are on a single lot, then all such bids fail immediately.
 * If, at the revelation date for the bidding the set of a player's bids that would otherwise succeed add up to a number more than how many points they have, then all of their bids fail.
 * Priority on a lot is a total order over bidders on that lot, considering only bids that are successful as of the revelation date, and is defined as follows:
 * If two bidders have different bids, the one with the higher bid has priority over the other.
 * Otherwise, the bidder whose most recent start or increase of their bid was least recent has higher priority over the other.
 * At the revelation date of each week's bids, after Prizes are given out for Hands and after it is decided which bids were successful, the auction concludes, and for each lot the following occur in the order listed:
 * The lot is transferred to the possession of the sole bidder with the highest priority on that lot (if one exists).
 * The player who received that lot loses the amount of points they bid.
 * At the revelation date of each week's bids, after Prizes are given out for Hands and after it is decided which bids were successful, the auction concludes, and for each lot the following occur in the order listed:
 * The lot is transferred to the possession of the sole bidder with the highest priority on that lot (if one exists).
 * The player who received that lot loses the amount of points they bid.

Amend Rule "Auctions", subrule "Presenting A Hand" by changing its name to "Submitting a Hand" and changing its text to read, in full:
 * During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand, specifying five distinct cards in their possession.
 * If, when a player reveals the Hand they submitted, they do not possess all the cards contained inside, then that Hand submission fails.
 * If, when a player reveals the Hand they submitted, they do not possess all the cards contained inside, then that Hand submission fails.

Amend Rule "Auctions", subrule "Prizes" by replacing the first paragraph with:
 * At the revelation date of each week's Hand submissions, before it is decided which bids were successful and lots are given out for auctions, but after it is decided which Hand submissions were successful, all players who have successfully Submitted a Hand in the week prior receive a placement according to the contents of their most recently Submitted Hands. Better hands get a lower rank number. Then:
 * The cards the players presented are destroyed.
 * The players then gain the prize(s) corresponding to their placement.

Card And Reward Development (CARD)

 * The purpose of this is to both increase the number of cards in circulation to allow more activate participating, and to increase the rewards to make playing a better investment

Working draft
In rule "Auctions" section "Lots" Amend the following text:
 * "Each lot consists of two cards. Each auction has ten lots."

To: In rules "Phases", "Auctions" and "Items" replace all instances of the word "points" with the word "chips".
 * "Each lot consists of three cards. Each auction has the higher option of:
 * Ten lots
 * 2 lots for every 3 players
 * 2 lots for every player who bid in the previous election "

Each player gains chips equal to their point total the instant before this proposal passed In rule "Items" create section "Trung", with the following text: In rule "Items" create section "Gold Star" with the following text: Create rule "Victory" with the following text: In Rule "Auctions" section "Prizes" replace the following:
 * "Trungs are fungible items. Trungs may be exchanged at the following rates:
 * 10 Trungs for 1 Gold Star
 * 2 Trungs for 1 Standard Proposal Maker"
 * "Gold Stars are items that cannot be traded."
 * If a player has 10 Gold Stars in their possession at any time, they become the winner of Round 10, ending the round."

With:

 Amend the section "Scoring" of the rule "Auctions"''' by replacing
 * "Hands are ranked as follows: (2 and A are treated as sequential for the purposes of ranking hands, hands higher on the list have better ranking)"
 * with
 * "Hands are ranked as follows. Ranks that appear earlier in the table have better ranking. A hand's rank is considered to be the best rank that it satisfies the criteria for (not all cards must be used in satisfying the criteria, i.e. extraneous cards are acceptable). For the purpose of determining rank, A and 2 are treated as sequential."

Amend the same section by replacing the criteria of the hands in the table as follows:
 * Straight Flush: "Five cards of sequential rank, all sharing the same suit."
 * Five-of-a-Kind: "Five cards of the same rank."
 * Four-of-a-Kind: "Four cards of the same rank."
 * Full House: "Three cards of one rank and two cards of another rank."
 * Flush: "Five cards of the same suit."
 * Straight: "Five cards of sequential rank."
 * Three-of-a-Kind: "Three cards of the same rank."
 * Two Pair: "Two cards of one rank and two other cards of another rank."
 * One Pair: "Two cards of one rank."
 * High Card: "Always satisfied."

Booster Pack
With this proposal I want to make the game more competitive. As it stands, you can somewhat easily expect to collect a five-of-a-kind by winning a couple of auctions and trading a bit. I want to remove this strategy as a viable option because it's boring. I will do this by adding and reorganizing a whole bunch of stuff.


 * Add a bunch of suits.
 * I was thinking that we could take inspiration from other European card decks.
 * The cards we currently use are the French deck. We have Hearts, Diamonds, Clubs, and Spades.
 * The Spanish deck and the Italian deck use Swords, Cups, Coins, and Clubs.
 * The German deck uses Acorns, Leaves, Hearts, and Bells.
 * The Swiss deck has Bells, Shields, Roses, and Acorns.
 * Combining these all together we can create a full twelve-suited deck with Hearts, Diamonds, Clubs, Spades, Swords, Cups, Coins, Acorns, Leaves, Bells, Shields, and Roses.
 * Add a bunch of ranks.
 * It will be to get N-of-a-kind hands if it's less likely for any given card to be chosen.
 * We could also pull from real-life decks for this, specifically the royalty.
 * Spanish decks have Sota, Caballo, and Rey. The Sota is a Page or Jack character, but the Caballo is a Knight. We can steal that.
 * Swiss and German decks have the Unter and Ober -- two servants instead of one servant and a queen or one servant and a knight. I'm not too big a fan of this, but we could take it anyway.
 * Some variations of the card game 500 use a French-suited deck that has numbered cards going up to 13. Only red 13s are found in this version.
 * Very strange idea: chess pieces? King, Queen, and Knight are already attested. Could we bring in Bishops and Rooks? Pawns can just be the pip cards. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * The biggest source for new ranks is probably the Tarot deck's Major Arcana, which can provide 22 new ranks.
 * These should probably be treated a bit differently than most other cards.
 * Real life Tarot decks don't assign suit to the Major Arcana. It may make sense to follow.
 * If we do that, we could make them less probable to appear and have several hands to create just out of the different Tarot cards.
 * This could potentially complicate the act of drawing cards. Having a split between the normal cards and the major arcana could also complicate rules-writing to a messy degree.
 * Change hands to be variable-size.
 * This will lower the commitment for the average player trying to join in on the bidding round.
 * It will also allow us to create more complicated hands.
 * You should be able to just submit the number of cards that make up the hand you're submitting.
 * Change the hand rankings and add some.
 * In a departure from poker, we will want to change the rankings to reflect what hands are actually the hardest to create.
 * We may want to dip into Non-standard poker hands.
 * I think we should focus on combinations of specific ranks and/or suits as trading for particular cards rather than any random card adds more strategy.
 * I have no ideas for this. Maybe a lot of jokes about the roles the cards play? Things in the vein of Nyhilo's suggestion of "So only 1 Klink, Rose, and Zeph is needed to create a Modteam. 3 card hand"
 * They don't have to be unique types of hands, though. Like a Royal Flush is just one kind of flush, some of these can be a specific version of another, broader type of hand. A king plus two or more knights could be a round table, for instance. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * Hand ideas:
 * Regional hands: include every suit from one of the four decks that we pull suits from (French, German, Swiss, or Spanish). For example, a Spanish four-of-a-kind could be the tens of Clubs, Swords, Cups, and Coins. This makes Hearts, Clubs, Bells, and Acorns the most valuable cards since they can be used in multiple regions' hands. This works best for four-card hands.
 * Same-suit N-of-a-kind: it will no longer be trivial to collect a lot of cards of the same suit and rank. If you have five kings of swords, for example, that would rank much higher than a normal five-of-a-kind.
 * Even longer sets and runs: Drawing inspiration from rummy, what if you can put out any set or run of cards, as long as you want (up to some reasonable maximum; for runs this is clearly just the number of distinct ranks, for sets the number of suits seems appropriate). To make this work, we might need to switch to a system where hands are scored based on multipliers rather than ranked from a table -- that would also allow us to implement the other set variants described above on lots of different hand types with maybe a little less overhead. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * Idea for a muliplier-based hand ranking system (CodeTriangle (talk) 19:29, 15 July 2021 (UTC)):
 * Your final hand ranking is equal to bnm + r (b = base rank, n = number of ranks in deck, m = multiplier, r = high rank in hand)
 * A hand with a greater bm will always beat out a hand with a smaller bm, and r is only important for distinguishing between two hands with equal bm.
 * Base values of different hands:
 * High card: 1. This means that your hand's rank is from 21-40. Probably no multipliers will be added to this.
 * X sets of Y cards (where X >= 1 and Y >= 2): XY. I think this is fair. One set of two cards (one pair) has a base value of 2. Two sets of two cards (two pair) is double that, and something ludicrous like two sets of seven cards or seven sets of two cards has a base value of 14.
 * Run of X cards (where X >= 3?): X, probably. Theoretically, one run of X is exactly as difficult to collect as one set of X, even though we've had far more sets presented so far.
 * Flush (X cards of the same suit): Probably something low, maybe even less than X since the Perfect bonus is going to be ridiculously valuable on its own.
 * Full House: Do we care about this one for reasons outside of the fact that it originated in Poker? In any case, probably not much higher than sets.
 * Multipliers:
 * Natural: Hand consists of leaves, acorns, and roses.
 * Shiny: Hand consists of diamonds, bells, and coins.
 * Warring: Hand consists of clubs, swords, and shields.
 * Regional: Hand has exactly four suits and they form the suits of one regional deck.
 * Perfect: Hand has exactly one suit.

I'd love to hear everyone's ideas on this. Make sure to sign your name if you make any comments on the above. --CodeTriangle (talk) 23:36, 6 July 2021 (UTC)

Current Draft
Amend rule Auctions, subrule Lots by removing the sentence starting with "Each card is generated" and the tables following that sentence.

Amend rule Items subrule Cards so that it reads:


 * Cards are items. Each card has a rank and a suit. Cards with the same rank and suit are fungible. The values in the suit and rank table below are the only possible suits and ranks for cards. Ranks are sequential according to their ordering on the rank table; in particular, Ace is lower than 2, each number is lower than the number higher than it, 13 is lower than Unter Knave, and so on. Suits are sequential according to their ordering on the suit table.
 * Cards belong to a tradition based on their suit:
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Suits !! Tradition
 * + Traditions
 * Hearts, Diamonds, Spades, Clubs || French
 * Swords, Cups, Coins, Clubs || Spanish
 * Leaves, Hearts, Bells, Acorns || German
 * Bells, Acorns, Roses, Shields || Swiss
 * }
 * Cards belong to a color based on their suit:
 * {| class="wikitable"
 * Bells, Acorns, Roses, Shields || Swiss
 * }
 * Cards belong to a color based on their suit:
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Suits !! Color
 * + Colors
 * Hearts, Diamonds, Roses || Red
 * Spades, Clubs, Swords || Black
 * Leaves, Acorns, Shields || Green
 * Coins, Bells, Cups || Gold
 * }
 * To generate (draw) a card is to randomly choose a suit and rank by doing the following:
 * First, rolling a d12 to determine the suit of the card. The suit is the corresponding entry in the Suits table below.
 * Then, rolling a d20 to determine the rank. The result is the corresponding entry in the Ranks table below.
 * {| class="wikitable"
 * To generate (draw) a card is to randomly choose a suit and rank by doing the following:
 * First, rolling a d12 to determine the suit of the card. The suit is the corresponding entry in the Suits table below.
 * Then, rolling a d20 to determine the rank. The result is the corresponding entry in the Ranks table below.
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! d12 !! Suit
 * + Suits
 * 1 || Leaves
 * 2 || Diamonds
 * 3 || Cups
 * 4 || Clubs
 * 5 || Acorns
 * 6 || Roses
 * 7 || Bells
 * 8 || Swords
 * 9 || Shields
 * 10 || Hearts
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * 8 || Swords
 * 9 || Shields
 * 10 || Hearts
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! d20 !! Rank
 * + Ranks
 * 1 || Ace
 * 2-13 || 2-13
 * 14 || Unter Knave
 * 15 || Ober Knave
 * 16 || Knight
 * 17 || Bishop
 * 18 || Rook
 * 19 || Queen
 * 20 || King
 * }
 * 17 || Bishop
 * 18 || Rook
 * 19 || Queen
 * 20 || King
 * }
 * 19 || Queen
 * 20 || King
 * }
 * }

Amend Rule Auctions, subrule Submiting a Hand by replacing "five distinct cards" with "a set of cards".

Amend Rule Auctions, subrule Scoring to read:


 * A hand's priority is defined as crm + h where c is the number of cards in that hand, r is the number of rules-defined ranks for cards, m is the product of the value of all multipliers that hand qualifies for, and h is the number associated with the highest rank in that hand.
 * The following are multipliers for hands. A hand qualifies for a multiplier if everything in the Conditions column is true of the hand.
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Name !! Conditions !! Value
 * Paired || The hand is composed wholly of cards of x distinct ranks, and there are y of each such rank in the hand (where x &ge; 1 and y &ge; 2).
 * x + y
 * Running || All cards in the hand are in sequential order and the hand is at least 3 cards in size.
 * h
 * Senatorial || Among the cards of the hand there is at least one Knight, one Bishop, and one Rook.
 * 3
 * Regional || The suits of the cards in the hand include at least one of each suit in one particular card tradition and no other suits.
 * 2
 * Monochrome || The suits of the cards in the hand include at least one of suit in one particular card color and no other suits.
 * 3
 * Flushed || The suit of each card in the hand is the same and the hand is at least 4 cards in size.
 * 4
 * }
 * Monochrome || The suits of the cards in the hand include at least one of suit in one particular card color and no other suits.
 * 3
 * Flushed || The suit of each card in the hand is the same and the hand is at least 4 cards in size.
 * 4
 * }
 * }

For each Jack that a player had before this proposal passed, give that player an Unter of the same suit.

If there are any Jacks, destroy them.