Go-Stop/Godori flower card deck (Hanafuda/Hwatu)

Runaway 168

Go-Stop deck, with a netrunner corp theme.

  • Each unique combination of faction and cost makes up a suit (month).
  • Upgrades are Brights.
  • Operations are Ribbons, with bonuses for getting all 3 operations of one faction.
  • Assets are Animals, with the Executives being the 5 birds.
  • ICE are Junk, with the two double junk cards represented by Trap / Mythic.

The card selection is heavily skewed towards 2x core set duplicates and lesser-played cards.

3 comments
24 Nov 2016 jaredrules

I just recently learned how to play go stop!

28 Jul 2020 Runaway

The Deal

Deal ten cards to each player, then 8 cards face up to the middle of the table.

If any face-up cards have the same faction and cost, stack them together like upgrades in a single server.

Gameplay

The first half of your turn, discard a card from your hand to the table. Attempt to make a pair of an existing faceup card with a card in your hand having the same faction and cost. If there are two matching cards, choose one of them. If there are no matching cards, you still must discard something.

The second half of your turn, flip the top card of the draw deck and place it with all the other face up cards in the center of the table.

If the card from the first half of your turn made a pair, take the pair into your tableau, unless it became a three-of-a-kind during the second half of your turn.

If the card from the first half of your turn did not make a pair until the card draw from the latter half, move them both to your tableau, as well as any one piece of ice from your opponent's tableau.

If you make a pair into a four-of-a-kind during a single turn, take all 4 cards as well as any one piece of ice from your opponent's tableau.

When a player reaches 7 points, they must choose to "Go" - continue playing, in an attempt to score more points, or "Stop", at which point the loser pays the winner based on the number of points they lost by.

If a player who is losing makes 7 or more points after the leader called "Go", the losing player immediately wins the round.

Points

Upgrades 3 upgrades are worth 3 points, unless one is neutral, then they are 2 points. 4 upgrades are 4 points; 5 upgrades are 15 points.

Operations Any 5 operations are worth 1 point; additional operations past the first five are 1 point each. Also, any set of 3 operations from the same faction is an additional 3 points.

Assets Any 5 assets are worth 1 point; additional assets past the first five are 1 point each. Collecting all three Executive cards is a 5 point bonus.

ICE Any ten ICE is worth 1 point, with each additional ICE beyond the first ten counting as an additional point. Trap or Mythic ICE count as two cards.

Winning Go Call Every time the winner calls Go counts as that many points, e.g. the first call is 1 point, the second call is 2 points, etc.

Losing Go Call For every time a losing player had called Go, their penalty is doubled.

Losing with too few ICE If the winner gained points from ICE, and the loser had fewer than 6 ICE, their penalty is doubled.

Losing with too few Upgrades If the winner gained points from Upgrades, and the loser had none, their penalty is doubled.

Penalty doubling is cumulative.

5 Aug 2020 Runaway

See an updated version of this deck here: netrunnerdb.com