Card Games: Speed
The card game I played with my classmates was Speed. I played the two person version and the four person version. The original game was published under Pepys Games owned by the Castell Brothers. The Pepys Series actually began as early merchandising of Disney’s Snow White in 1937. Releasing at the same time as the film was showing in theaters, that first card game sold fast. While changing many hands, Pepys continued to produce a series of novelty card games such as Speed. Speed was not originally played with a traditional playing card deck like the one we used in class. Pepys originally published the game having illustrations of popular hobbies such as planes and trains on the cards along with numbered corners.
The game is a shedding card game, where the goal is to be the first player to shed their hand. Though the game is over 80 years old, the rules are pretty much the same. The deck is split evenly among 2-4 players save one card for person which is placed face down in the center of play. This is where the players will shed their hands. After the deck is split evenly, each player will now have a draw pile of face down cards. For the start, the player will draw from their pile for a hand of 4 random cards. They can look at their hand but not prematurely look at the draw pile. In this game, the suits of each card don’t matter. All players then flip their card previously placed in the center to initiate play. To shed a card from your hand, it has to be the next sequential card to any of the flipped cards in play. You can play a card higher in rank or lower in rank by 1 position to the center card. For example, if one of the flipped cards in the center (regardless of which player flipped it, all card piles in the center are in play for everyone) is a Jack, the player can place a 10 or Queen if they have it in their hand. Every player can only have a maximum amount of four cards in their hand at a time replenishing their hand from their draw pile when needed. The constant and fast paced shedding and replenishing will decrease the number of cards in their draw pile and the first player to have no cards in their hand or draw pile will be the winner. The other players can keep playing for 2nd, 3rd, etc. Cards of the same number or face can not be stacked on top of each other, only higher or lower in rank. The Ace can represent “1” and can come before 2 and after a King. The number of cards in each players draw pile will vary based on how many players there are to divide the deck amongst. Groups of 2 or 4 playing is ideal for splitting the deck evenly. In the event that none of the players have a card to play, the center piles can be reshuffled and the top card flipped simultaneously again to continue play.
Speed has always been a card game inspired by other such games as Split, Whot, and War. The control mechanism of Speed is the player’s playing of cards to strategically be the first to shed all their cards. Each player has at most 4 cards in their hand at a time, but they control what they play, which pile they play it on, and when they play it. The player can only control the play of their hand but it is influenced by the chance of their draw pile and the cards placed in the center by the other players. While up to chance in that regard, each player’s control mechanism manipulates play for one another. The same is true for the original Pepys game. The largest difference is the Pepys game uses matching categories or numbers to shed cards, not sequential order.
The use of this sequential order and voiding of the suits/categories does make the game very different form the Pepys version. The original Pepys design more closely resembles the game Uno, which it would be an inspiration for later. More like Uno, the original Speed deck uses the matching of cards to shed as well as the inclusion of wild/specialty play cards to aid in card shedding. One of the strengths of the game is the ability for all player to be in play at the same time. It differs from Uno because it’s not turn based. The fast pacing of the game makes it so that players have to actively make snap decisions and strategy in the moment which can be very stimulating. In the turned based-style of Uno for example, play is slower allowing for better strategy but players are not always actively participating till their turn. One style is not necessarily better than the other, but it does offer a different experience for players to engage in a faster pace game without too much of a time commitment compared to games like Uno, Poker, or even Bullshit. The use of cards without suits in mind is also a strength of this version of play. Most people have played with or owned a deck of traditional playing cards. This version of play makes it accessible to more people which is a strength is has even over the Pepys original. To play the original, you’d have to go and buy a whole new deck that you can only use to play Speed do to it’s matching nature. With any common deck of 52 anyone can play this game and use the deck again for other card games. The construction of the game makes it replay-able and quick, which has appeal as a fun pastime. It’s also possible for a very large audience to play from younger kids to those well into adult hood seeing as you really only have to be able to count and recognize the card order. One of the weaknesses is the inevitable possibility of stalled play when none of the players have a card to play. This interrupts the pace of the game, which can taint the gameplay experience. It’s like being in the middle of an intense boss fight and your combo is interrupted by an autosave. Another weakness is the divisibility of the deck. As I mentioned before, the deck is better split amongst 2 or 4 players. Because a deck of cards isn’t specifically tailored to this game, groups of 3, 5, 6, etc. have to tweak the number of cards in play. The original game doesn’t have this issue as it is designed just for the game of Speed. In my opinion the reusability of the deck is a greater strength than divisibility is a weakness.
What made it fun to me was the pacing. The element of fast paced play adds to the excitement of play to me. The competitive edge is similar to running a sprint. To make another comparison, games like Bullshit and Uno are more like a marathon where you think more of the long game. If you want a quick hit of fun and excitement Speed is the better option in my opinion. It’s easy enough to play with speed but challenging enough to still require some modicum of strategy. I like being able to play with my friends as we all race to the finish. It creates an energy that’s competitive, casual, flustering, tense, and easy all at the same time. I find that games that have a longer play time can sometimes make me lose interest if I don’t feel engaged enough. I believe no matter how long the gameplay, how fast the pace, whatever the rules may be, a game should entertain it’s players and keep them engaged. Speed is a really pure form of that engagement to me because it doesn’t allow you to disengage (not if you want to win anyway). I also find it fun how it feels like you could be the winner at any point in time. That element of chance combined with the fast pace combined makes it feel like victory is just at your fingertips. I think it can be discouraging in some games when you can already predict whose going to win. It’s fun in Speed to feel like you can make a comeback.
Speed is influential as one of the primary examples of a shedding game. It inspired the success that is Uno but still stands on it’s own due it’s fast paced nature and simultaneous play of all players. It’s as old as Snow White but I can personally say I’ve played Speed more times than I’ve watched Snow White. My individual experience is no measure of it’s influence, but there is something to be said for a game being around for almost 100 years. It shows that even with simple rules and a common deck of cards, there are so many possibilities when it comes to card games. Speed is just one of many shedding card games but hasn’t completely faded into oblivion. It taps into those natural tendencies of people to seek victory, excitement, and skill. The adaptability of the game is also influential in games. You can play with almost any number of players which you can’t even do today with some video games. In the evolution of games, Speed encourages social interaction and the energy of play. Speed proves that even with just a deck of cards, you can still have the same gratification as winning a battle royale (though some gamers may disagree.) Game makers could benefit from understanding why board game and card games in general, including Speed have stood the test of tie without any fancy graphics or content. The bare bones of any game have to be entertaining for anyone to care.
I would rate it a solid 4 out of 5. I think there is a limit to how many times you can play it before the entertainment value begins to dull.
The card game I played with my classmates was Speed. I played the two person version and the four person version. The original game was published under Pepys Games owned by the Castell Brothers. The Pepys Series actually began as early merchandising of Disney’s Snow White in 1937. Releasing at the same time as the film was showing in theaters, that first card game sold fast. While changing many hands, Pepys continued to produce a series of novelty card games such as Speed. Speed was not originally played with a traditional playing card deck like the one we used in class. Pepys originally published the game having illustrations of popular hobbies such as planes and trains on the cards along with numbered corners.
The game is a shedding card game, where the goal is to be the first player to shed their hand. Though the game is over 80 years old, the rules are pretty much the same. The deck is split evenly among 2-4 players save one card for person which is placed face down in the center of play. This is where the players will shed their hands. After the deck is split evenly, each player will now have a draw pile of face down cards. For the start, the player will draw from their pile for a hand of 4 random cards. They can look at their hand but not prematurely look at the draw pile. In this game, the suits of each card don’t matter. All players then flip their card previously placed in the center to initiate play. To shed a card from your hand, it has to be the next sequential card to any of the flipped cards in play. You can play a card higher in rank or lower in rank by 1 position to the center card. For example, if one of the flipped cards in the center (regardless of which player flipped it, all card piles in the center are in play for everyone) is a Jack, the player can place a 10 or Queen if they have it in their hand. Every player can only have a maximum amount of four cards in their hand at a time replenishing their hand from their draw pile when needed. The constant and fast paced shedding and replenishing will decrease the number of cards in their draw pile and the first player to have no cards in their hand or draw pile will be the winner. The other players can keep playing for 2nd, 3rd, etc. Cards of the same number or face can not be stacked on top of each other, only higher or lower in rank. The Ace can represent “1” and can come before 2 and after a King. The number of cards in each players draw pile will vary based on how many players there are to divide the deck amongst. Groups of 2 or 4 playing is ideal for splitting the deck evenly. In the event that none of the players have a card to play, the center piles can be reshuffled and the top card flipped simultaneously again to continue play.
Speed has always been a card game inspired by other such games as Split, Whot, and War. The control mechanism of Speed is the player’s playing of cards to strategically be the first to shed all their cards. Each player has at most 4 cards in their hand at a time, but they control what they play, which pile they play it on, and when they play it. The player can only control the play of their hand but it is influenced by the chance of their draw pile and the cards placed in the center by the other players. While up to chance in that regard, each player’s control mechanism manipulates play for one another. The same is true for the original Pepys game. The largest difference is the Pepys game uses matching categories or numbers to shed cards, not sequential order.
The use of this sequential order and voiding of the suits/categories does make the game very different form the Pepys version. The original Pepys design more closely resembles the game Uno, which it would be an inspiration for later. More like Uno, the original Speed deck uses the matching of cards to shed as well as the inclusion of wild/specialty play cards to aid in card shedding. One of the strengths of the game is the ability for all player to be in play at the same time. It differs from Uno because it’s not turn based. The fast pacing of the game makes it so that players have to actively make snap decisions and strategy in the moment which can be very stimulating. In the turned based-style of Uno for example, play is slower allowing for better strategy but players are not always actively participating till their turn. One style is not necessarily better than the other, but it does offer a different experience for players to engage in a faster pace game without too much of a time commitment compared to games like Uno, Poker, or even Bullshit. The use of cards without suits in mind is also a strength of this version of play. Most people have played with or owned a deck of traditional playing cards. This version of play makes it accessible to more people which is a strength is has even over the Pepys original. To play the original, you’d have to go and buy a whole new deck that you can only use to play Speed do to it’s matching nature. With any common deck of 52 anyone can play this game and use the deck again for other card games. The construction of the game makes it replay-able and quick, which has appeal as a fun pastime. It’s also possible for a very large audience to play from younger kids to those well into adult hood seeing as you really only have to be able to count and recognize the card order. One of the weaknesses is the inevitable possibility of stalled play when none of the players have a card to play. This interrupts the pace of the game, which can taint the gameplay experience. It’s like being in the middle of an intense boss fight and your combo is interrupted by an autosave. Another weakness is the divisibility of the deck. As I mentioned before, the deck is better split amongst 2 or 4 players. Because a deck of cards isn’t specifically tailored to this game, groups of 3, 5, 6, etc. have to tweak the number of cards in play. The original game doesn’t have this issue as it is designed just for the game of Speed. In my opinion the reusability of the deck is a greater strength than divisibility is a weakness.
What made it fun to me was the pacing. The element of fast paced play adds to the excitement of play to me. The competitive edge is similar to running a sprint. To make another comparison, games like Bullshit and Uno are more like a marathon where you think more of the long game. If you want a quick hit of fun and excitement Speed is the better option in my opinion. It’s easy enough to play with speed but challenging enough to still require some modicum of strategy. I like being able to play with my friends as we all race to the finish. It creates an energy that’s competitive, casual, flustering, tense, and easy all at the same time. I find that games that have a longer play time can sometimes make me lose interest if I don’t feel engaged enough. I believe no matter how long the gameplay, how fast the pace, whatever the rules may be, a game should entertain it’s players and keep them engaged. Speed is a really pure form of that engagement to me because it doesn’t allow you to disengage (not if you want to win anyway). I also find it fun how it feels like you could be the winner at any point in time. That element of chance combined with the fast pace combined makes it feel like victory is just at your fingertips. I think it can be discouraging in some games when you can already predict whose going to win. It’s fun in Speed to feel like you can make a comeback.
Speed is influential as one of the primary examples of a shedding game. It inspired the success that is Uno but still stands on it’s own due it’s fast paced nature and simultaneous play of all players. It’s as old as Snow White but I can personally say I’ve played Speed more times than I’ve watched Snow White. My individual experience is no measure of it’s influence, but there is something to be said for a game being around for almost 100 years. It shows that even with simple rules and a common deck of cards, there are so many possibilities when it comes to card games. Speed is just one of many shedding card games but hasn’t completely faded into oblivion. It taps into those natural tendencies of people to seek victory, excitement, and skill. The adaptability of the game is also influential in games. You can play with almost any number of players which you can’t even do today with some video games. In the evolution of games, Speed encourages social interaction and the energy of play. Speed proves that even with just a deck of cards, you can still have the same gratification as winning a battle royale (though some gamers may disagree.) Game makers could benefit from understanding why board game and card games in general, including Speed have stood the test of tie without any fancy graphics or content. The bare bones of any game have to be entertaining for anyone to care.
I would rate it a solid 4 out of 5. I think there is a limit to how many times you can play it before the entertainment value begins to dull.
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