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Merge pull request #2 from ElectricCoffee/develop
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Clarifies some things a player found confusing
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ElectricCoffee authored Apr 16, 2023
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3 changes: 2 additions & 1 deletion .gitignore
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*.log
*.pdf
*.synctex.gz
*.toc
*.toc
*.xdv
9 changes: 6 additions & 3 deletions README.md
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![Picture](graphics/dominoes-gameplay.png)

# Conveyor Rummy version 1.0.0
# Conveyor Rummy version 1.1.0

A Rummy-like game for 2-4 players played entirely with dominoes.
Over a series of turns, players draw tiles from a number of columns—or "conveyors", trying to complete sets and runs—called _melds_.
Whoever gets rid of all their dominoes first wins the round.
Whoever gets rid of all their dominoes first wins the round.
Whoever has the most points at the end of the game wins.

# About This Repository

This repo contains a LaTeX files necessary to complile the rulebook PDF.
The PDF outlines how to play the game.

Note that this is **NOT** a videogame but instead a board game. Keep this in mind.

# Downloading the Game
You can find a link to the latest version of the PDF [[here](https://github.com/ElectricCoffee/Conveyor-Rummy/releases)]

You can find a link to the latest version of the PDF [[here](https://github.com/ElectricCoffee/Conveyor-Rummy/releases)]
14 changes: 11 additions & 3 deletions main.tex
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\input{preamble.tex}
\begin{document}

\maketitle
\begin{center}
\huge Conveyor Rummy\\
\Large By Niko Lepka \& Eva Jacobsen\\
\normalsize \today\\
\large For 2--4 players, 15--30 min\\
\footnotesize v1.1.0 - Playtest Version
\end{center}

\noindent\includegraphics[width = \linewidth]{graphics/dominoes-gameplay.png}

\newpage
\section*{Intro}
Conveyor Rummy is a rummy-style game played with dominoes.
The numbers on the dominoes act simultaneously as suits and ranks, and can more easily adapt to your hand's composition than regular playing cards or Rummy tiles.
Conveyor Rummy is played with dominoes, where the numbers on the tiles serve as both suits and ranks.
Unlike traditional playing cards or Rummy tiles, the dominoes allow for a more dynamic and flexible gameplay experience.
With the ability to adapt to your hand's composition seamlessly, you'll be able to strategically outmaneuver your opponents and dominate the game.

\subsection*{Conventions}
This rulebook follows a number of conventions outlined here:
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13 changes: 0 additions & 13 deletions preamble.tex
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\font\domino=domino
\catcode`\^=12 %\offinterlineskip

\title{%
Conveyor Rummy\\%
\large A game for 2--4 players\\%
\normalsize \textit{v.1.0.0}
}

\author{%
Niko Lepka and Eva Jacobsen\\%
\footnotesize With help from Alex Laterman%
}

\date{July 23, 2021 -- \today}

\newcommand{\aside}{\paragraph{Aside}}
\newcommand{\example}{\paragraph{Example}}
\newcommand{\note}{\paragraph{Note}}
2 changes: 1 addition & 1 deletion sections/gameplay.tex
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\note Unlike regular Rummy, you \textbf{are} allowed to discard a face-up piece that you've drawn in the same turn, as long as you still put it at the opposite end of the column you drew it from. This is referred to as \textit{milling}.

\subsection{Melding}
\subsection{Melding}\label{sec:melding}
In Conveyor Rummy, there are three types of melds: \textit{Normal Runs}, \textit{Runs of Pairs}, and \textit{Sums}.
Any time a valid meld exists in a player's hand, they may choose to reveal it and sum it off to the side---even when it isn't their turn.
A meld may \textbf{never} be split apart or rearranged once revealed, though new tiles may be added to either end of it.
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11 changes: 10 additions & 1 deletion sections/setup.tex
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\caption{Example setup for 2 players. 5 columns of 11 tiles.}
\end{figure}
\subsection{Selection Round}
At this point in the setup process, between 55 and 91 dominoes (depending on player count) should be laid out in neat columns on the table within reach of all the players, and no domines should remain.
Before the game can begin in earnest however, a small selection round is played to give players insight into the available dominoes.

Proceeding clockwise around the table, starting with the youngest player, a player may choose to either
\begin{itemize}
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\end{itemize}
Play starts once all players have each claimed one column.

\aside The purpose of revealing pieces is to give players insight in what your starting hand may contain to perhaps give an advantage, and also to reveal some pieces you might be looking for later on. It also plays a little like a game of chicken---how many tiles do you dare reveal before someone else snatches the column you want?
\subsubsection{Revealing a Domino}
A player may reveal any one domino in any column they wish.
The revealed domino stays revealed after the fact.
The purpose of this is both to see what column may be benefitial to claim, and gain an insight into what columns to prioritise drawing from later on.

\subsubsection{Claiming a Column}
To claim a column, a player simply takes whichever column on the table, picks up the pieces, and stands them on end (or puts them in holders, etc).
The claimed pieces are hidden from the other players until voluntarily revealed through \textit{Melding} (see Section~\ref{sec:melding}).

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