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What about cards left at the end of a hand? Subtracting Points.
Adam:
Sometimes I have cards left over at the end of a hand. These are cards that I cannot play. Are these cards subtracted from my total points? -- George H.
Dear George:
You've hit on one of my peeves. Often at the end of a hand, players will have two or three cards that cannot "connect" to the Card-In-Play. Although there is no official rule about what to do with these cards, I ALWAYS subtract these "left over" cards from the player's accumulated total points. In tournament play, this is only fair. For example, let's say, I have captured 22 cards during a hand of play; however, when the hand is over (meaning, either all cards are played, or no one can "connect" a card to the Card-In-Play) I still have 2 unplayable cards in front of me. What happens? I SUBTRACT 2 points from my total. 22 (cards won) - 2 (left over cards) = 20 points.
Let me tell you why I'm big on playing by this "rule." What if all the Vampiro cards are used up early on in the hand? This can happen. I've been in games where everyone knows there are no more Vampiro cards left. So why continue the hand if you know you can not capture any more cards and there is no penalty for not getting rid of all your cards? Solution: Subtract a point for every card a player has "left over" at the end of the hand. This provides incentive (and strategy) for finishing the hand. In tournament play, this can be the difference between winning and loosing. I've been accused of being too competitive, but I think subtracting points for "left over" only makes sense.
Can I play a door immediately after a vampire?
Adam:
Clear this up for my friend. If he just played a Vampire and collected all the cards in the Play Pile, can I play a Door card even though there are no cards in the Play Pile? -- Steph
Dear Steph:
Yes! In basic play, you can play a Door card any time you like. (Assuming its your turn. ha.) You can even start the hand by playing a Door card if you want. Actually, that's a strategy of truly good players. We play a Door immediately to find out what we (and our opponents) have on the opposite side. Now that I've told you a one of my strategy secrets, what can you do for me?
Should I Flip The In-Play Pile?
Adam:
I've read not to turn over the in-play pile when a door is played. But wouldn't turning over the in-play pile make reshuffling the cards easier come next hand? -- K
Dear K:
When Door Card is Played, all players must turn their cards over. Likewise, the Dealer turns over the Draw Pile (after the player who played the Door draws). If you and your friends absolutely must turn over the In-Play Pile as well, by all means, do so. JUST REMEMBER: The next player must "connect" to the card at the top of the In-Play Pile. If you turn over the In-Play Pile, you are changing the top card, therefore changing the card that the next player will connect to. Instead of a Door, the next player may have to connect to something unexpected or even unplayable. There are alternative games that employee this method of play, but, frankly, I'm not a fan. It keeps the game more streamlined if you simply leave the In-Play pile alone. My advice, take it or leave it.
Do I Draw Before or After Flipping Draw Pile?
Adam:
When I play a Door Card, do I draw a new card before or after flipping over the Draw Deck. - Brian J.
Dear Brian:
Before! Here's why. The Dealer is responsible for flipping the Draw Deck. He only does this once your turn is over. Your turn is not over until you draw a card. (To draw after the Draw Pile is flipped could screw up your strategy. Say you played a card specifically because you knew you would replace it with the card showing atop the Draw Pile. If you flip the Draw Pile before drawing, you've screwed your strategy.)
How Do I Stop Wasting My Vampires?
Adam:
Any suggestions on how to keep from accidentally playing my good cards that happen to be on the opposite side (not showing). I sometimes know I have Vampiros on the opposite side of my cards, then I play the top side, wasting my Vampiro underneath. - jake s.
Dear Jake:
Pay attention to the game! Just kidding. Actually, the easiest way to keep from accidentally "wasting" your more useful cards (that don't happen to be face-up), is to rearrange your cards every time you draw. If you have a Vampiro or a Door, place it on the far left side or far-right side of your face-up cards and make a mental note not to play that card if you can avoid it. That way, even when your cards are flipped, and the "good" card is no longer showing, you'll remember not to use it until needed. Note to serious players: You'll need to change-up where you place your more useful cards. If you always place your Vampiros on the end, other players will catch on quickly and will try to force you to waste it. Of course, a truly good player memorizes EVERYTHING.
Are You Hot?
Adam:
Are you hot? - Kelly K.
Dear Kelly:
Yes.
Why is Ocho Vampiros Called "Game of Illegals?"
Adam:
Why is Ocho Vampiros sometimes called Game of Illegals? -- JKR Does "Game of Illegals" refer to contemporary fans or to the legend? -- Steve J. Does "Game of Illegals" reference recent US border problems? -- Art
Dear JKR, Steve J. & Art:
OCHO VAMPIROS is unique in that it is a game with a legend. (Check out the "Urban Legends" link.) In brief, the story is as follows: A Mexican dude gets tricked by his psycho sister-in-law and finds himself banished from his home. He wanders 'round Mexico all depressed and resentful and finally decides he's had it with Mexican women. Some old guys tell him that American women are, well, easy . . . or at least easier to deal with . . . less jealous. (I think they're wrong on that one, oh well.) So Dude decides to travel to Arizona -- or California, or Texas or, occasionally, Miami, depending on who's telling the story. Anyway, crossing the border apparently isn't as easy as we've all been led to believe. So Dude pays a smuggler to take him over the border. Thing is, the smuggler tells Dude to lie down in a coffin and loads the coffin in the back of a truck. This is in order to conceal Dude from the point-of-entry guards. Dude gets over the border, no problem, but here's the part that creeps me: Smuggler buries the coffin with Dude still in it. We are left with a warning: The illegal traveler (and seven of his pals) now continue his journey despite death. This story, myth, whatever you call it, is typically called The Traveler Illegal, or Illegal Traveler. And that's how we get the slogan for the game. Remember, the game is based on this myth of desert vampires. That said, occasionally folks are uncomfortable with the use of the slogan "Game of Illegals." These persons are obviously concerned with real-life scenarios, such as US immigration policy, and not so concerned with border-crossing vampires roaming downtown Scottsdale or frequenting Miami dance clubs. Two things should be noted before lending concern. First, the traveler in this story is not representative of the typical illegal migrant--he is searching for love, or perhaps just good American sex, but not work or citizenship; according to the legend, he finds good work in several Mexican towns. Second, Ocho Vampiros is a game, not an opinion piece. Although border-jumpers may have heard the legend, to my knowledge there has been no account of illegal immigrants caught playing Ocho Vampiros around a sheltered desert campfire. I actually have a buddy who is a border guard near Nogales, and he has not once mentioned catching illegals with their pockets full of Ocho Vamprio cards--and I'm sure he'd tell me, because you've got to admit, that would be pretty cool. Therefore, my take (for what it's worth) is that hikers in Sabino Canyon or Organ Pipe National Park may need to stay alert for mountain lions and immigrant smugglers, but probably not vampires. Personally, I like the game for its strategy, I couldn't care less about the legend. And in that frame of mind, I feel that people who inject a lot of political thought into what is essentially a strategy game are, well, they're missing the fun. -- Adam
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