Hogwarts: The Legacy
folder
Harry Potter › Het - Male/Female › Draco/Hermione
Rating:
Adult ++
Chapters:
28
Views:
9,423
Reviews:
13
Recommended:
0
Currently Reading:
0
Category:
Harry Potter › Het - Male/Female › Draco/Hermione
Rating:
Adult ++
Chapters:
28
Views:
9,423
Reviews:
13
Recommended:
0
Currently Reading:
0
Disclaimer:
I do not own Harry Potter, nor any of the characters from the books or movies. I do not make any money from the writing of this story.
Eighteen: Exploding Snap
(c)2005 by Josh Cohen. May not be reprinted, except for personal use. The Potterverse was created by JK Rowling, and remains her property. I\'m just borrowing it for a little while.
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EIGHTEEN: EXPLODING SNAP
***
Really, this is more of an Author\'s Note. I seem to have forgotten to write Chapter 18 -- I skip straight from 17 to 19 -- so I give you this instead: My rules for Exploding Snap. Since there was nothing on that topic in the HP-Lexicon, other than that it exists, I figured I\'d give it a go.
There are four suits: Snares, Wands, Cauldrons, and Gems. There are cards numbered 1 through 13, as well as a Warlock, Lady, Lord, Sceptre, and Ace for each suit, and four Dervish cards. The game plays like Uno – you must play the same number or same suit. You start with five cards in your hand, and draw if you can’t play. Play begins with the person to the dealer’s left and proceeds clockwise. If you run out of cards in your hand, you draw five more at the start of your next turn.
The object is to make it around the rest of the players without any of them having to draw a card. This is called a “round”. In other words, if Jason plays the Two of Snares and then Caroline, Dina, Alison, and Christopher each can play a card out of their hands, then Jason plays a card when it’s his turn again, the pile explodes and the game is over. Also, if the Dervish is played on a face card (Warlock, Lady, Lord, or Sceptre, but not Ace), the pile explodes and that person is the winner, regardless of the place in the round that the game is at. Playing the Sceptre or the Five of any suit resets the round to the player who played that card. The Dervish is wild, but the person who played it doesn’t call the new suit or number; instead, the next player makes that choice.
The most common Exploding Snap strategy is to try and suss out what your opponents have in their hands, and force them to draw as many cards as possible early in the game. This means that they’ll have more cards to play, and the likelihood of them drawing during a round lessens, making it easier for you to win the game when the round returns to you.
Exploding Snap is best played with four or more people.
I may explain further variations as necessary – when I make them up, in other words.
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***************************************************
EIGHTEEN: EXPLODING SNAP
***
Really, this is more of an Author\'s Note. I seem to have forgotten to write Chapter 18 -- I skip straight from 17 to 19 -- so I give you this instead: My rules for Exploding Snap. Since there was nothing on that topic in the HP-Lexicon, other than that it exists, I figured I\'d give it a go.
There are four suits: Snares, Wands, Cauldrons, and Gems. There are cards numbered 1 through 13, as well as a Warlock, Lady, Lord, Sceptre, and Ace for each suit, and four Dervish cards. The game plays like Uno – you must play the same number or same suit. You start with five cards in your hand, and draw if you can’t play. Play begins with the person to the dealer’s left and proceeds clockwise. If you run out of cards in your hand, you draw five more at the start of your next turn.
The object is to make it around the rest of the players without any of them having to draw a card. This is called a “round”. In other words, if Jason plays the Two of Snares and then Caroline, Dina, Alison, and Christopher each can play a card out of their hands, then Jason plays a card when it’s his turn again, the pile explodes and the game is over. Also, if the Dervish is played on a face card (Warlock, Lady, Lord, or Sceptre, but not Ace), the pile explodes and that person is the winner, regardless of the place in the round that the game is at. Playing the Sceptre or the Five of any suit resets the round to the player who played that card. The Dervish is wild, but the person who played it doesn’t call the new suit or number; instead, the next player makes that choice.
The most common Exploding Snap strategy is to try and suss out what your opponents have in their hands, and force them to draw as many cards as possible early in the game. This means that they’ll have more cards to play, and the likelihood of them drawing during a round lessens, making it easier for you to win the game when the round returns to you.
Exploding Snap is best played with four or more people.
I may explain further variations as necessary – when I make them up, in other words.
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