1915 Puesto n.º 18758 en BGG

Mate

2 jugadores 15 min A partir de 8 años 2.4/5 de complejidad 5.5/10 de valoración

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Mate was originally published in the pamphlet "Zwei neue Kriegspiele!" (that is, "Two New Wargames!") by the German chess player G. Capellen in 1915 as Matt. Mate is a game of perfect information played with a 20 card deck. It is played in matches of two rounds and rounds of two games. Players exchange hands between the two games of each round, which eliminates luck of the draw. A winning move or "mate" consists of playing a card that the other player cannot follow either in suit or rank. A point score for the game is calculated from the rank of the mate card and the total number of moves in the game (the more the better). The player with the most points wins the match.

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Preparación

1. Decide whether to use the Single Mate deck or the Double Mate deck format (each comprises twenty cards). Prepare the deck accordingly based on player preference.\n2. Shuffle the deck thoroughly.\n3. Randomly select a starting player to be the dealer.\n4. Deal ten cards to each player.\n5. The dealer leads first (plays the first card).

Flujo del turno

The dealer begins the round by leading any card from their hand. Play proceeds trick by trick:\n\n- The non-leading player must follow color if possible.\n- If unable to follow color, the non-leading player must follow rank.\n- The player who played the highest rank within a color wins the trick, OR if rank has been matched (tied color), the player who played the highest color wins the trick.\n- The trick winner takes the lead for the next trick and retains it until the round ends or they lose the lead.\n- Cards are played face up in front of each player (not into a common pile).\n- The round ends when a player cannot legally play (they are mated) or all cards are played.

Puntuación y victoria

The player with the highest cumulative score after three games (six rounds total) wins. Each game is won by the player with the higher score across its two rounds. The score difference between players can measure margin of victory. Fuentes de puntuación: Mate score: mating card's point value × trick number on which the mate occurred, Overmate (one sacrificer): mate score doubled, Both sacrifice: mate scored as if it occurred one trick later (trick number +1) × card value, Only one sacrifice: if mate on trick 9, scored as trick 10 × card value

Fuente: Rulebook

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General

The five chess piece types are ranked from highest to lowest: King, Queen, Rook, Bishop, Knight.

Each card in the Mate deck depicts one of five chess piece types. These pieces are ranked from highest to lowest as follows: King (highest), Queen, Rook, Bishop, Knight (lowest). Rank determines which card wins a trick when both cards share the same color.

General

The four card colors are ranked from highest to lowest: Blue, Green, Yellow, Red.

Each card in the Mate deck is printed in one of four colors. Colors are ranked from highest to lowest as follows: Blue (highest), Green, Yellow, Red (lowest). Color rank determines which card wins a trick when a player cannot match the led color and plays a different color, and also resolves ties when rank is matched.

Setup

Mate uses a 20-card deck in either Single or Double Mate format, with five piece types in four colors.

The Mate deck contains twenty cards total, available in two formats: Single Mate and Double Mate. Each card shows one of five chess piece types (King, Queen, Rook, Bishop, Knight) in one of four colors (Blue, Green, Yellow, Red). Players choose which format to use before preparing and shuffling the deck.

Setup

Shuffle the 20-card deck, randomly select a dealer, and deal 10 cards to each player.

After preparing the deck in the chosen format, shuffle it thoroughly. Randomly determine which player will deal. The dealer deals ten cards to each player. All ten cards constitute that player's hand for the round. The dealer leads the first card to begin the round.

Turn structure

The player with the lead begins a trick by playing any card from their hand.

The player who holds the lead starts a trick by playing any card of their choice face up in front of them. The dealer has the lead at the start of the round. The lead is retained by the trick winner until the round ends or the lead is lost.

Turn structure

The second player must follow the color of the led card if able.

When the leading player plays a card, the opposing player must play a card of the same color if they have one in their hand. This is called 'following color' and takes priority over following rank. If the player has at least one card of the led color, they must play one of those cards.

Turn structure

If unable to follow color, the second player must follow rank (play a card of the same piece type).

If the non-leading player has no cards of the led color, they must instead play a card of the same piece type (rank) as the led card. For example, if a Rook is led and the player has no cards of the led color, they must play a Rook of a different color if they have one.

Turn structure

The highest rank within a color wins, or the highest color when ranks are matched; the winner takes the lead.

After both cards are played, the trick is resolved as follows: (1) The player who played the highest-ranked piece within the led color wins the trick. (2) If rank has been matched (both players played the same piece type), the player who played the highest-ranked color wins. The trick winner takes the lead for the next trick.

Informe estratégico

Card Tracking

Because all played cards are placed face up in front of each player and the deck composition is fixed and known, perfect card tracking is possible. A skilled player should always know exactly which cards remain in the opponent's hand, enabling precise calculation of when a mate can be forced.

Forcing a Mate Early

Mates scored earlier in the round score lower (low trick number × card value), while a mate on trick 9 or 10 scores much higher. However, a mate on trick 1 with a high-value card could still be significant. Weigh the risk of attempting an early mate against the reward of setting up a late, high-value mate.

Color Void Exploitation

Since the opponent must follow color first and rank second, stripping a player of a color forces them into the follow-rank obligation. If you can also exhaust their cards of a given rank, you can manufacture a situation where they have no legal play and are mated.

Sacrifice Timing and Value

Sacrificing a card is a high-risk, high-reward decision. It reduces your hand by one card (potentially limiting legal plays) but doubles your mate score (overmate). It is most valuable when you are confident you can still force a mate with the reduced hand, and when the mate will occur on a high-value trick.

King's Privilege as a Trap

King's Privilege overrides the normal follow-rank fallback, forcing the opponent to play a King or follow with the King's color. If you know the opponent is void in Kings and short in the King's color, invoking King's Privilege can rapidly narrow their legal options and accelerate a mate.

Hand Symmetry and Round 2 Adjustments

Because hands are swapped after round 1 and both players play identical hands, the game rewards understanding how to play a given hand optimally from both the leading and responding positions. Study your opponent's decisions in round 1 — they reveal the optimal lines for when you hold those same cards in round 2.

Retaining the Lead

The leading player controls which color and rank is demanded each trick, giving a significant strategic advantage. Play high-ranked cards in strong colors to win tricks and retain the lead, preserving your ability to dictate the terms of each subsequent trick.

Preguntas frecuentes y casos límite

The leading player plays a Blue Rook. The opposing player has no blue cards but has a Red Rook and a Green Bishop. What must they play?

The opposing player cannot follow color (no blue cards), so they must follow rank and play the Red Rook. The Green Bishop cannot be played because the player has a card matching the led rank (Rook). Follow-rank is only required when follow-color is impossible, but rank must be followed if available.

The leading player plays a Green Queen. The opposing player follows with a Blue Queen. Who wins the trick?

Both players played a Queen, so rank is matched. The trick is won by the player who played the highest color. Blue is ranked higher than Green, so the opposing player wins the trick and takes the lead.

The leading player plays a Red King. The opposing player follows color with a Red Knight. Who wins?

Both cards are the same color (Red), so the highest-ranked piece wins. King outranks Knight, so the leading player wins the trick and retains the lead.

The opposing player has cards in their hand but none match the led color or the led rank. Are they mated?

Yes. If the player cannot follow color AND cannot follow rank, they cannot make a legal play and are mated. The round ends and the leading player wins, scoring the mating card's value multiplied by the current trick number.

Both players sacrifice a card. The mating player achieves mate on trick 5. Does the score double (overmate) or is it scored as trick 6?

When both players sacrifice, the scoring rule is that the mate is scored as if it occurred one trick later — so a trick-5 mate is scored as 6 × card value. The overmate doubling does NOT stack with the both-sacrifice rule; the both-sacrifice rule (trick +1) applies instead.

Only the winning player sacrificed. The mate occurs on trick 9. How is it scored?

Two rules apply: (1) Since only one player sacrificed, trick 9 counts as trick 10 for scoring. (2) Since the mating player sacrificed, it is an overmate and scores double. Therefore the score is (10 × card value) × 2.

A King is led and King's Privilege is invoked. The opposing player has no King but has a card of the same color as the led King. What must they play?

When King's Privilege is invoked and the opponent has no King, they must play a card of the same color as the led King. The standard follow-color/follow-rank rules are overridden by King's Privilege — color of the King takes effect as the fallback, not rank.

A player sacrificed their only Blue card before the round. Now a blue card is led. Can they retrieve the sacrificed card to follow color?

No. A sacrificed card is permanently removed from play and cannot be used under any circumstances. The player must follow rank if possible, or is mated if they have no card of the led color or rank.

After the first round, does the original dealer deal again, or do players simply swap their original hands?

Players exchange their original dealt hands — each player takes the hand the other player held at the start of the first round. No new dealing occurs. The player who did NOT deal in the first round takes the lead (plays first) in the second round.

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