Caravan (game)

Caravan is a card game designed by Obsidian Entertainment specifically for Fallout: New Vegas. While traveling throughout the Mojave Wasteland, you will encounter NPCs who will be available to play a game of Caravan. In order to play Caravan, you must possess a full deck of 30 or more cards. However, the dialogue option appears even if you don't have enough cards. If an attempt is made to play with an insufficient number of cards, a message appears informing you that you need at least 30 cards to play a hand of Caravan.

Obtaining a deck and additional cards
A free 54 card starter deck and game instructions can be received from Ringo in Goodsprings.

Additional cards can also be obtained from various merchants and corpses across the Mojave wasteland.

Adding cards to your card pool is currently broken, there is a work around in the Bugs Section

Building A Deck
Caravan decks are composed of at least 30 cards from one or more traditional playing card sets. The deck may have any number of cards of any type, although it cannot have duplicate cards from the same set. For example, a King of Spades with The Tops on the reverse and a King of Spades with Gomorrah on the reverse is acceptable, but more than one King of Spades from The Tops deck would be illegal.

Using the in-game interface to build a custom deck
When you play a hand of caravan with an NPC, the first screen you see is the "deck creation interface," with two identical rows of cards.
 * The visible cards in the top row represent your current caravan deck.
 * The visible cards in the bottom row represent your pool of remaining unused cards.
 * The "Randomize Deck" button will randomly change the visible cards in the top and bottom rows, creating a new caravan deck for you each time from the available cards in your total card pool.

Moving cards between the top and bottom rows to create a customized caravan deck is accomplished with two other command buttons:
 * The Add button toggles a visible card in the exact center of the bottom row to become a visible card in the top row, adding that card to your caravan deck.
 * The Remove button toggles a visible card in the exact center of the top row to become a visible card in the bottom row, removing that card from your caravan deck and returning it to the pool of remaining unused cards.

If you do not manipulate your deck in any way (randomizing/adding/removing), the deck will remain stable and unchanged from game to game.

Rules
Caravan is played with two players building three opposing piles (or "bids") of numbered cards. The goal is to outbid your opponent with the highest value of numbered cards without being too light (under 21) or overburdened (over 26).

The game begins with each player taking eight cards from their deck and placing either one numerical card or Ace on each pile. Players may NOT discard during this initial round.

Once both players have started their three bids, each player may do one of the following on their turn:


 * 1) Play one card and draw a new card from his deck into his hand.
 * 2) Discard one card from his hand and draw a new card from his deck.
 * 3) Disband one of his three caravans by removing all cards from that pile.

Caravans have a direction, either ascending or descending numerically, and a suit. The suit is determined with the first card placed on the caravan, the direction by the second. All subsequent cards must continue the numerical direction and/or match the suit of the previous card. Cards of the same numerical value cannot be played in sequence, regardless of suit. Face cards and Jokers can be attached to Aces and numeric cards in any caravan and affect them in various ways.

Card Values

 * Joker: Played against Ace; 2-10.
 * Effects change based on whether it's an Ace or a number card (see below). They have no effect on face cards. Multiple Jokers may be played on the same card.
 * Ace: Value of 1.
 * Jokers played on Aces remove all non-face cards of the Ace's suit from the table. Eg. a Joker played on an Ace of Spades removes the 2 through the 10 of Spades. This has no effect on cards whose suit has been changed by a Queen.
 * Numbered Cards (2-10): Listed value.
 * Jokers played on these cards remove all other cards of this value from the table. For example, a Joker played on a 4 of Hearts removes all 4s (other than the card the Joker is played upon) from the table.


 * Jack: Played against Ace; 2-10.
 * Removes that card from the table, along with any cards (Jokers, Queens, or Kings) attached to it.


 * Queen: Played against Ace; 2-10.
 * Reverses the current direction of the hand and changes the current suit of the hand. Multiple Queens may be played on the same card.


 * King: Played against Ace; 2-10.
 * Doubles the value of a number card. Eg. a King played on a 9 adds 9 to that pile. Multiple Kings may be played on the same card for multiplicative effects; thus, a second King will re-double the value resulting from the first King. So, 4 + King = 8, but (4 + King) + King = 16 (8 plus 8).

Add to a Bid: Players add a number card (i.e. an Ace, or any card from 2 to 10) to one of their three columns and increase their bid. In order to add to a bid, a player plays a number card on the bottom of one of their stacks. The card must match the suit of the last card, or match the current direction. (ascending numbers or descending numbers) In both cases, the card must be a different value from the previous card.

'Direction: is determined by looking at the previous two cards in the column. At the beginning of the game, a player can choose to play a higher or lower value card, setting the Direction of the bid. Once there are at least two cards on a stack, those need to be checked to determine the current direction.
 * Example: If there is a column consisting of "9-Hearts; 4-Spades; 3-Diamonds" then the direction is currently descending because 3 is smaller than 4. You could play any 2 card or any Ace. You could also play any Diamond card, except for the 3 of Diamonds.

Discard: A player can choose to discard either a card from their hand, and draw a new card, or discard a stack from the table. In either case, their turn immediately ends.

Modify a Bid: Face cards (Joker, Jack, Queen, King) have special abilities and can be attached, (Placed next to, rather than below) any number card currently on the table.

Winning
A player's caravan is considered sold when the value of its cards is over 20 and under 27. The other player may still outbid by increasing the value of their opposing pile while staying within the 21-26 range. The game ends when each of the three competing caravans is sold to either your side or the NPC's side. In the event of a tie between any two matched caravans, the game continues until one side has a better bid. The player with two or more sales on their side at the end of the game wins the pot.

Bugs
Confirmed on unpatched Xbox version of the game, only encountered at Crimson Caravan merchant.
 * Currently it's impossible to add purchased cards to the deck.
 * In game work around: To add cards to your total card pool, place them into a container/companion, then take them back one by one or use the "Take All" command. You will no longer see the cards in your Pip Boy inventory. Instead, they'll be listed in the bottom half of your deck creation interface the next time you play a hand of Caravan.
 * Note: If any of the cards are duplicates of cards you already found before, they will not appear in the bottom half of your deck creation interface. This explains why sometimes new cards that you've bought/found seem to disappear when you add them to your card pool.
 * While attempting to place your cards in a container, it is a common misconception to look under your "misc" category. Strangely enough, cards are only viewable in the default "items" category while placing them into containers, rather than the expected "misc" category.
 * Also it seems that the same bug is found on the US PS3 version of the game. Seeing as it sometimes causes the game to freeze when buying large amounts of cards from a vendor. The UK PS3 version also freezes when buying large amounts of cards. A possible work around is to first put all playing cards you already have in the backpack of a companion. Then buy the cards you want of a vendor and finally retrieve all already owned cards from your followers inventory. Confirmed on unpatched Xbox version of the game, only encountered at Crimson Caravan merchant. Work around is to only buy around 3 items at a time.
 * It is also difficult to select cards when editing your deck, because the card that's highlighted is often not the card you're selecting.
 * Though the rules state no discarding may occur during the initial round, it is nonetheless possible to do so anyway. If you do, your opponent does not get a turn and you get to go again.
 * After the game ends:
 * when it says to press any button to continue pressing start and then hitting start again will cause the game to become unresponsive yet party chat still works.
 * the button you hit to continue will sometimes lag over. (Pressing (O) to exit will sometimes cause the pipboy to open and pressing (X) will sometimes cause you to talk to the person you just finished playing with).
 * It is not possible to discard cards from your hand once your main deck is empty. Your opponent will still be able to do so once their deck is gone.
 * In-game the cards in the deck will all have "The Tops" background. However, when they reach your hand the front may look different (indicating that it is NOT a "The Tops" card). The backs are correct when building the deck but not correct when playing the game.

Behind the scenes
The achievement name Know When to Fold Them is an homage to the song The Gambler by Kenny Rogers.