101.1
101.1 Rulebook
Table of Contents
Table of Contents
Playing With a 60 Row
Setup
Simply place the 60 card and its control card beneath the 50 row (as per setup in the One Zero One rules.)
Place the RUN card in the 60 row, ensuring there is space for three command cards to be placed between it and the 60 card.
Gameplay
While using the 60 row, gameplay does not change. All the rules connected to the 50 row in One Zero One now apply to the 60 row. For example, the game now ends when three cards are in the 60 row, not the 50.
Using the 60 row not only makes the game slightly longer and allows players to earn more points, but for those players who play the game with more than the standard size decks (16 cards), using the 60 row allows more time for their cards to be played.
The New Cards
The following sets of variant cards may be included to player's decks to increase variability when playing One Zero One. It is suggested players remove command card sets from the default set-up and substitute them with any of the following card sets.
When experimenting with different deck set-ups, ensure that each player begins the game with identical cards in their decks.
Different combinations make every game unique!
END & CONT
For the END command to have an affect it must be placed at the end of a row (not into a gap partway along a row) with the END command text facing to the right. No further cards (except for a CONT card) may be played to a row after the END card. The line is "shut off." No (non-CONT) cards may even be PRINTed into the row. Any player may later re-open the row, however, by playing a CONT card next to an END card.
There is one END and one CONT card for each player.
GOSUB
The card targeted by the GOSUB command can go to any row in the program that already has at least three cards in the row. The active player must immediately place the targeted card in the first available space in the row they select.
There are two GOSUB cards for each player.
GET
After playing a GET card, the active player takes a card from his or her opponent's hand at random and places it in their own hand. The active player then flips the card so their digit is now face-up - it will be played on a later turn by the player as if it was one of their cards. The player who had a card taken will then draw a replacement card. If the active player now has three cards in their hand, they will not draw a card at the end of their turn.
To "randomly" take an opponent's card, the opponent's hand should be shuffled and the exchange occur under the table or by some other method that ensures a random selection.
There is one GET card for each player.
NEXT
After a NEXT card is played, the following player MUST play their card to the empty space alongside the NEXT command text. If the NEXT card was not played so that its command text was alongside an empty space in the program display then it has no effect.
The following player's turn and chosen card are not affected or changed in any way, other than the fact that their card must be played to the space directed by NEXT.
There is one NEXT card for each player.
The CPU (Solo Mode)
The CPU is a single card that gives One Zero One an AI, enabling players to enjoy the game solitaire. The card is double-sided. One side directs you to play cards for the CPU in certain ways if it is winning (smile side) or losing (frown side.)
Setup
Follow the rules for setting up the game as outlined in the One Zero One rulebook.
Give yourself either the green or grey deck and decide whether you will play as 0 or 1. The CPU will take the other side and deck.
Place your starting card on the 10 row and the CPU's on the 20 row (the CPU plays second).
Shuffle the decks. You draw three cards into your hand as normal, but the CPU has no hand cards. Instead, the top card of its deck will always be the next card it plays to the program display on its turn.
Lastly, place the CPU card in view, with the losing subroutine (frown side) face-up, and oriented so the text above the "1" is the right way up for you.
The game plays the same way as a 2-player game, except that on the CPU's turn, where it plays is dictated by the command text on the CPU card.
Playing Against the CPU
On the CPU's turns, the first thing you must do is check if it is winning or losing the game by adding up points for the lines you and the CPU controls.
You will then move the CPU card accordingly. If the game state has changed since the CPU's last turn (ie: it was losing but now it is winning) then you must flip the CPU card to its correct side (losing/winning), and oriented so the "1" command text is up/in play. If the game state has not changed since the CPU's last turn (ie: it was losing and it is still losing) then you must rotate the CPU card to the right (clockwise) so that the next number in sequence and its command text is up/in play. (Once the CPU reaches the fourth step in a subroutine and must rotate on its next turn, instead it simply repeats the fourth step.)
Only after the CPU card is in its correct position for its turn does the CPU play cards. It does this according to the command text that is now in play on the CPU card.
Please note that in all instances when playing with the CPU:
UNDECIDED ROWS = CPU IS "LOSING" THE ROW
TIED GAME = CPU IS "LOSING" THE GAME
To take the CPU's turn, you must take the top card off its deck and place it as directed by the CPU card. Often, you will have to play more than one card (the CPU is in control and can break rules!) on the CPU's turn. You must place these cards to the program display in order - you will never know what cards are coming next for the CPU!
After the CPU has played all its cards for its turn, proceed to your turn. Do not rotate or flip the CPU card yet - this only happens at the start of the CPU's turn.
Placement Checklist
When playing cards for the CPU, all placement rules from One Zero One must be followed. The CPU will tell you which row(s) to play cards in, but you may have to rotate the CPU's card so the card's command text is in the position the CPU "wants."
To determine what the CPU wants, follow this checklist:
- The CPU will never put itself into a losing position unless it has to.
- The CPU will never put the player into a winning position unless it has to.
- The CPU will always prefer to move its own cards down and the player's cards up (ie: when using an ENTER card).
- The CPU will never remove one of its own cards from the display unless it has to (ie: when using DELETE).
Sometimes it is difficult to choose between two options. Please keep the above list in mind and remember the CPU will never want to hurt its own chances. Also remember that a card's command text can be placed so that it affects nothing. Maybe this will be the best option for the CPU in certain situations!
The CPU Card
Here is a detailed look at each of the CPU card's commands:
Winning subroutine (Commands to follow when the CPU is winning):
1: CPU PLAYS ON LOWEST ACTIVE ROW - Place the top card from the CPU's deck on the lowest program row that is currently active (ie: the row must be "open" and legal to play there, no matter how many cards are already there, if any.)
2: CPU PLAYS ON LOWEST TWO ACTIVE ROWS - Place the top card from the CPU's deck on the second lowest active program row. Then take the next card off its deck and place it in the lowest active row.
3: CPU PLAYS ON ALL ROWS IT IS WINNING AND ARE UNDECIDED - In order, from the top of the program display, going down, play the top card from the CPU's deck on each active row that the CPU is either winning or is currently tied or undecided. (Do not play to rows that the CPU is losing.)
4: CPU PLAYS TWO CARDS ON LOWEST ACTIVE ROW - Place the top card from the CPU's deck on the lowest active program row. Then take the next card off its deck and place it in the same row.
Losing subroutine (Actions to follow when the CPU is losing):
1: CPU PLAYS ON HIGHEST LOSING ROW – Place the top card from the CPU's deck on the highest program row that it is not winning (it is losing it or it is undecided).
2: CPU PLAYS ON HIGHEST TWO LOSING ROWS - Place the top card from the CPU's deck on the highest program row that it is not winning (it is losing it or it is undecided). Then take the next card off its deck and place it in the second highest row the CPU is not winning (if there is one.)
3: CPU PLAYS ON ALL LOSING ROWS – In order, from the top of the program display, going down, play the top card from the CPU's deck on each active row that the CPU is not winning (one card per row.)
4: CPU PLAYS ON LOWEST LOSING ROW UNTIL WINNING – Continue playing the CPU's cards to the lowest row in the program display that is active but not currently being won by the CPU, and do not stop playing cards to that row until the CPU is winning that row.
In all cases where the CPU plays more than one card on its turn, finish activating any commands on its first card before placing the second, and so on!
Increasing the Difficulty
Once you are capable of defeating the CPU regularly, you may wish to increase the difficulty setting of the CPU. To do so, implement the following rules:
LEVEL 1: The rules as stated above.
LEVEL 2: Never use the "1" setting on both sides of the CPU card. Always start the Winning and Losing subroutines at number "2". Never use the CPU's "1" actions.
LEVEL 3: As with Level 2, but start each subroutine on Level 3.
LEVEL 4: As with Level 2, but start each subroutine on Level 4. (Note: This level may be impossible!)