I don't know much about the game, but I know that I need 30 cards to play, and I can't have the same card from the same casino twice in my deck. Where can I get many of them?
I really want to play Caravan…
fallout-new-vegas
I don't know much about the game, but I know that I need 30 cards to play, and I can't have the same card from the same casino twice in my deck. Where can I get many of them?
I really want to play Caravan…
Luck: I haven't found any official confirmation of exactly what the percentages are for the influence of Luck, but I've the standard advice for high (9 or 10) Luck builds at Blackjack is to basically always hit at 18 or below, always stand on a 19 or 20, Split 16's and double down on 11's, and you will always come out very far ahead. Based on anecdotal information, it seems as though the impact of luck may be at least somewhat exponential, as I can't say I've had that level of success running with 5, 6, or 7 (the highest I've taken a character to the tables with.)
Deck: It's a shoe at Gomorrah at the very least, though I can't say how many decks, reshuffled for every hand. The main thing to keep in mind is that the odds of a 10 are extremely high when it's just you and the dealer.
Push: You're imagining things. In the event of a Push, you'll get your bet back, but you won't win any additional caps. That said, each Casino does have it's own house rules. At Gomorrah, the Dealer is required to hit on a soft 17. At Ultra-Luxe and The Tops, the dealer will always stand on a 17.
You're right that both the in-manual and in-game introductions to Caravan are not very effective. This is what I figured out via a combination of trial-and-error and the instructions.
(Also, I keep the Caravan rules card from the deck that comes with the special edition out when I play New Vegas. Very handy quick-ref for the face cards once you get used to the rest.)
2 players play the game. You can use any cards you want, as long as (a) you have at least 30 cards in your deck and (b) no two identical cards (EG, 2 of clubs) come from the same casino. (In real life, if you wanted to play, they couldn't be the same deck/brand. Unless you frequent casinos enough to have a collection. :)
The game combines elements of blackjack, war, double-solitaire (that is, two player head-to-head solitaire) and even Uno.
Each player is initially dealt 8 cards. Your first three plays to the board must set up your initial caravans -- you have three to set up. Give them each a numbered (ace through 10) card. During these plays, you can discard any cards from your hand that you like, drawing a replacement card from your deck. Cards you discard are gone from play -- so don't discard your good ones. Discarding at this stage is required if you are dealt eight face cards and/or jokers.
Each of those caravans has a suit and a direction. The suit is the suit of the last numbered card dropped on the pile. The direction is either up or down from your starting point. An important thing to note (and I had to lose about a dozen hands before I learned this) is that the direction does not have to be sequential -- you do not, for example, have to follow a 10 with a 9, or a 5 with a 6. You can have the following sequence (which adds to 26): 10, 9, 7.
To play a numbered card on one of your caravans, it must either be going in the appropriate direction, or it must be of the same suit as the last numbered card. However, under no circumstances can you play the same number twice in a row, no matter what suit they are.
You're targeting a range of between 21 and 26 (inclusive) for each your three piles.
During the first three moves, when setting up your caravans, you do not draw replacement cards for those you lay out. Thus, when those turns are complete, you will have five cards in your hand.
Players take turns playing one card each. If you cannot or do not wish to play, you can discard a card from your hand. In any event, once a card is played or discarded, you draw a replacement from your deck. If desired, instead of playing or discarding a card, you can discard an entire caravan.
Play continues until "End game," below.
The game is over when all three Caravans are successfully sold. When a caravan is between 21 and 26 (inclusive), it is considered sold. However, you can continue to pile weight on a sold caravan, and your opponent can continue to outbid you. Whichever player has the highest bid (without going over) on two out of the three Caravans wins. Ultimately, the goal is to get two out of three caravans as high as possible (preferably 26) before the opponent does, and to prevent the opponent from outbidding you by using offensive maneuvers against him.
Note that the comments refer to bugs regarding this behavior. I've not personally observed any bugs here; I've never personally seen the game end without three caravans being sold. However, not all three must be sold by the same player. For example, if we numbered our caravans 1 - 3, a game could end with one player having sold #s 1 and 2, and the other having sold #3. Whoever has sold at least two at the end of the game has won.
In case this wasn't quite clear/useful enough, there's an excellent explanation here.
I'm not going to give many strategies on this, but just the basics. First off, as of the (what I assume are final) patches, cards you purchase or find seem to go in your deck straightaway. You will need to modify the deck you have in play before the game begins. (This is the part where you see all your cards in two rows on the screen.)
For your deck, you want to think about the odds of getting the card you need when you need it. Really large decks allow you to survive even the most aggressive AI, but often don't provide the attack cards you need to keep the opponent from winning while you build out your plan. Really small decks often provide a card you need, but have no longevity against an opponent who relentlessly hits you with jacks and kings.
Personally, I build what I call a Deck of Black Death:
Why the emphasis on black? Because of Joker-on-Ace. In all my playings, I've never seen the AI play a Joker. Never. But I will use them very aggressively. And by keeping most of my deck contained in two suits, I know that I can always play a Joker on a red Ace, hurt the AI, and probably not hurt myself at all. (YMMV if you're playing with actual cards and actual people.)
The other reason I emphasize black is to increase the odds that I can switch direction without playing a Queen. All of my value cards are either spades or clubs, making it more likely that I will get a matching suit when I draw, or already have one in-hand.
Note that this is pretty flexible: "at least." The main thing is the general proportions -- don't go for too many high cards, because they reduce flexibility. By the same token, don't get too many low cards, because they delay your advancement. You need a lot of face cards, but you need them to be well-outnumbered by your value cards. The only inflexible bits are the Aces and Queens -- Aces because you only need one of each, Queens because they have very limited use, especially with limited suits.
Best Answer
You can buy a bunch of cards at various merchants, which makes getting a full deck fairly difficult. Alternatively, you can help Ringo, and he'll give you a full deck.
Note added from Viper_sb's comment:
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