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Showing posts with label falloutnewvegas trophies. Show all posts
Showing posts with label falloutnewvegas trophies. Show all posts

24 May 2026

Independent Vegas Victory Ending - Endings - Fallout: New Vegas Guide

 Guide by Warren Woodhouse

Related Trophies/Achievements: No Gods, No Masters


My fourth and final playthrough for Fallout: New Vegas, this is the same ending as the one featured in Season Two of Fallout, the live-action drama action series by Microsoft Bethesda Television Studios, Amazon MGM Television Studios and Amazon Television Studios, interestingly I never knew that this ending was the one from the series. I’ve only learned about this yesterday during my search online.

Right, listen up as this will require some effort if you want to win.

Assume everything else in the game is done so far for the NCR before attempting to attack the Legion at the Dam, this also means saving President Kimball during the quest “You’ll Know It When It Happens”. After that, everything else will be to ensure that NCR are ok with us and not against us, until we commence the final assault against the Legion.

Once you’ve completed all the quests for the NCR and securing a treaty with Elder McNamara at the Brotherhood of Steel Base in Hidden Valley, making sure that the Great Khans leave the Mojave and securing allies with the Nightkin in Jacobstown, allies with the Boomers at Nellis and allies with residents of Novac as well. All the other stuff needs doing before the next section below.

You’ll need a Legion Centurion Helmet, Legion Centurion Armor, weapons of your choosing, Stimpaks, Super Stimpaks, RadAway, Rad-X, Hydra (which fixes limbs), etc., also make sure you have a Speech Skill of 100.

Now, head to the El Dorado Substation when requested by Yes Man to install an override module in the terminal there, to get inside without alerting the NCR, use a StealthBoy before entering into the substation. After that, report back to Yes Man.

Assuming you’ve killed the enemies at Cottonwood Cove beforehand, head to Cottonwood Cove and wear the Centurion disguise, you’ll need it to enter The Fort at Fortification Hill, so we’re going to use the barge by the docks at Cottonwood Cove (you’ll need to look at the base of the barge and select “The Fort” prompt). Once you reach the area, avoid the guards that have dogs and the guards who are walking around as these will trigger every enemy in the area to become hostile towards you. Utilise the tents to jump between areas and navigate the eastern flank to reach the Weather Monitoring Station.

Once you arrive at the monitoring station, head inside the building and kill all of the enemies, then loot them for additional supplies. Insert the Platinum Chip into the console next to the door to access the vault below.

Head into the Securitron Vault and install the Mark II Upgrade for the Securitrons, this will help you with defeating the Legion later. Head back outside and Fast Travel back to Cottonwood Cove, here switch out your gear to the one that allows you to have a Neutral reputation with the NCR. The next part is the final assault against the Legion at the Second Battle of Hoover Dam.

That’s it, everything else is you and your army against the Legion. Once the Legion are defeated, speak to Legate Lanius and use the Speech Checks in order to get him to surrender. Now speak to General Oliver and pass the different dialogues until you reach the dialogue about showing your army of Securitrons and then request Oliver to step down, he’ll outright refuse and so you now show no quarter against him and the remaining NCR in the camp.

Once they are all defeated, the trophy/achievement for “No Gods, No Masters” unlocks upon victory!

Good luck! ;)

20 May 2026

Artful Pocketer Trophy - Fallout: New Vegas Guide

Guide by Warren Woodhouse

Related Challenges: Artful Pocketer

The quickest and easiest way to unlock this trophy is by picking 50 pockets repeatedly by stealing items from Sarah or the residents at Vault 21 on The Strip. Because the NPC pockets respawn or glitch out, you can farm all 50 attempts in about 10 minutes or less.

You will need a relatively high Sneak Skill to ensure you don’t get caught stealing.

Items like useless keys and ammo that have 0 weight points do not count in the trophy stats so only pick items like bubblegum.

Vault 21 is located on The Strip opposite the NCR Embassy.

Save your game before attempting this, in case you get caught and need to start over.

Crouch, ensure you are hidden and then open their inventory to take a cheap item like bubblegum, ammunition or a key.

You must back out of the inventory screen for the theft to count. Taking multiple items in one menu view only counts as a single pickpocket.

Keep stealing the same repeatedly available items, saving your game often. If you are detected, simply reload your save game and try again.

The Courier Who Broke the Bank Trophy - Fallout: New Vegas Guide

Guide by Warren Woodhouse

Related Quests: Big Winner: The Tops; Big Winner: The Gomorrah; Big Winner: Ultra-Luxe; Big Winner: Atomic Wrangler

Related Challenges: Big Winner

You need to get banned from all of the main casinos on The Strip in New Vegas. Ensure you have been officially banned from gambling at The Vikki & Vance Museum (Vikki & Vance Earnings: 3,000), The Atomic Wrangler (Atomic Wrangler Earnings: 5,000), Gomorrah (Gomorrah Earnings: 9,000), The Tops (The Tops Earnings: 10,000) and The Ultra-Luxe (The Ultra-Luxe Earnings: 15,000). 

The Vikki & Vance Museum doesn’t count towards the trophy/achievement, I’ve added it to the guide for posterity.

If you reach the winning limits on slots too quickly, the floor manager may not be able to walk up to you to hand out gifts. Slow down your wagers (example: play Blackjack) and ensure you receive all of their warning gifts.

Apparently there is a known bug in the game, especially if you’ve killed Benny too early in the game or in a way that turns the casino hostile before they ban you, it can break the script. You may need to revert to a save made earlier before confronting him in The Tops.

Though it’s not strictly required for the trophy, some gamers have reported getting banned from all of the casinos including the Atomic Wrangler, forces the game's script to register the progress.

If you hit all the limits and still get no trophy pop-up confirmation, your save is likely bugged. The only known workaround is to load a save from before you started gambling and do it over.

18 May 2026

The Legend of the Star - Fallout: New Vegas Guide

Guide by Warren Woodhouse

Trophies/Achievements related to the Article: The Legend of the Star

Notes: If the quest fails after you’ve turned in all 50 Blue Starred Bottle Caps, don’t worry, your game nor save file isn't broken! This is actually the intended design of the quest.


Upon entering Sunset Sarsaparilla Factory for the first time, you can greet an NPC called Festus, who is a talking robot in the form of a Boxed Static Display. Talking to him further starts a quest called “The Legend of the Star”. 

You need to collect at least 50 Blue Starred Bottle Caps throughout the world, they are randomly placed as well as some specifically placed locations.

Drinking loads of Sunset Sarsaparilla gives you loads of Blue Starred Bottle Caps, so this should be a breeze. On Hardcore Mode, you’ll need to drink plenty of Water to stop from dehydration from excessive drinking of Sunset Sarsaparilla.

Upon returning to the bottling plant, Festus gives you his “legend” story as the prize. Hearing this story intentionally fails “The Legend of the Star” quest and immediately triggers the follow-up quest called “A Valuable Lesson”.


To actually claim your reward and get the trophy/achievement:

  1. Listen to Festus’ dialogue until he finishes his story
  2. Head through the north doors and follow the hall until you find a room with a hole in the roof
  3. Walk up the wreckage to the second floor, take a left and then a right down a very long corridor
  4. At the end of the hall, you will find a room with a hole in the floor. Drop through it into the Prize Vault
  5. Inside the Prize Vault, you will find tons of bottle caps, hundreds of worthless deputy badges and the dead body of Allen Marks
  6. Loot Allen Marks’ holotape and his unique laser pistol called “Pew Pew” off the ground
The follow up quest is also completed after this.

16 May 2026

Desert Survivalist Trophy - Fallout: New Vegas Guide

 Guide by Warren Woodhouse


Related Challenges: Desert Survivalist

You need to reach 10,000 points in the Health from Food Stat, which you can track in-game by going to Stats -> General -> then pressing the SQUARE button (R button on Xbox controllers).

When you have missing health and if you consume a food item, the game calculates how much it takes over time for the healing to reach 100%.

Waiting for your health bar to fill up has no effect on the total.

Food heals over time so you can eat a ton of it in your inventory without healing yourself to full and as long as you are not at full health, the Health from Food Stat will be able to increase.

Stockpile a ton of food by utilising the vendor at the Gourmand in The Ultra-Luxe Hotel & Casino as they restock every 24 hours in-game, go and drown yourself in a large body of water such as Lake Las Vegas or Lake Mead, then eat all the food at once to unlock the trophy.

15 May 2026

New Vegas Samurai Trophy - Fallout: New Vegas Guide

 Guide by Warren Woodhouse


Related Challenges: New Vegas Samurai

You need to cause 10,000 points of damage using Melee Weapons on enemies. Enemies range from humans to animals, so you don’t need to focus just on humans to unlock this trophy. The following weapons are what you need to use:


Main Game

  • 9 Iron
  • Arcade Gannon’s Ripper
  • Baseball Bat
  • Blade of the East
  • Bumper Sword
  • Cattle Prod
  • Chainsaw
  • Chance’s Knife
  • Chopper
  • Cleaver
  • Combat Knife
  • Dress Cane
  • Figaro
  • Fire Axe
  • Hatchet
  • Knife
  • Knock-Knock
  • Lead Pipe
  • Liberator
  • Lily’s Vertibird Blade
  • Machete
  • Machete Gladius
  • Mean Super Sledge
  • Mega Robo-Scorpion Claw
  • Nail Board
  • Nephi’s Golf Driver
  • Oh, Baby!
  • Police Baton
  • Pool Cue
  • Rebar Club
  • Ripper
  • Rolling Pin
  • Shishkebab
  • Shovel
  • Sledgehammer
  • Straight Razor
  • Stun Baton
  • Super Sledge
  • Switchblade
  • The Humble Cudgel
  • Thermic Lance
  • Throwing Hatchet
  • Throwing Knife
  • Throwing Spear
  • Tire Iron


DLCs

Dead Money DLC

  • Cosmic Knife
  • Cosmic Knife Clean
  • Cosmic Knife Super-Heated
  • Knife Spear
  • Knife Spear Clean
  • Throwing Knife Spear


Honest Hearts DLC

  • Follows-Chalk’s War Club
  • Joshua’s Pistol Whippin’ .45
  • Tomahawk
  • War Club


Lonesome Road DLC

  • Blade of the West
  • Blood-Nap
  • Bowie Knife
  • Old Glory


Old World Blues DLC

  • Proton Axe
  • Proton Throwing Axe
  • Protonic Inversal Axe
  • Protonic Inversal Throwing Axe
  • X-2 Antenna


Courier’s Stash DLC

Tribal Pack (Part Of: Courier’s Stash DLC)

  • Broad Machete
  • 10x Throwing Spears


Gun Runners’ Arsenal DLC

  • Baseball Bat (GRA)
  • Chainsaw (GRA)
  • Gehenna (GRA)
  • Katana (GRA)
  • Ripper (GRA)

12 May 2026

Mod Machine Trophy - Fallout: New Vegas Guide

Guide by Warren Woodhouse


Related Challenges: All Things in Modder Nation


In order to unlock this trophy, you need to apply a total of 20 weapon modifications to your weapons across one playthrough.


Because weapon mods cannot be found as random loot (outside of the Lonesome Road DLC area), you must purchase them from vendors. The following list of vendors sell weapon modifications.


Main Game

  • Vendertron at The Gun Runners’ Shop, East New Vegas, near the entrance to main entrance gate leading into Freeside
  • Chet at Goodsprings General Store, Goodsprings
  • Alexander at 188 Trading Post, South New Vegas
  • Blake at The Crimson Caravan Company, East New Vegas, near The Gun Runners’ Shop and New Vegas Clinic
  • Quartermaster Bardon at Hoover Dam



DLCs

Lonesome Road DLC

  • Can be found randomly as random loot



The Gun Runners’ Arsenal DLC

  • Adds additional weapon modifications to the Vendortron at The Gun Runners’ Shop

20 January 2026

You’ll Know It When It Happens - Fallout: New Vegas Guide

Guide by Warren Woodhouse

Trophies/Achievements related to the Article: You’ll Know It When It Happens

Notes: You’ll need to reach fame rank of Idolized with the NCR faction in order to trigger Ranger Grant’s appearance, otherwise the quest will not start correctly.

Once you have made it to Hoover Dam, head into the Visitor Center and speak to Ranger Grant. He’ll advise you to sweep the area of the dam, this means the interior and exterior, for threats to President Aaron Kimball before he arrives. Things you need to check out are:

  • Sniper: A Legion assassin in the sniper tower behind the stage; use a stealth boy to pickpocket their detonator, or talk to Ranger Grant to get him to find them.
  • Bomb: A disguised engineer plants a bomb on the Vertibird; you can find this out by hacking a terminal (requires: 50 Science or higher) or catching them.
  • Knife-Man: A disguised assassin among the crowd; often revealed after you deal with the sniper or bomber, he tries to stab Kimball. Enter VATS and shoot the Knife-Man before he kills Kimball.

If you’ve done everything safely, you’ll find that the president leaves safely and the quest is completed.

19 January 2026

The Whole Gang’s Here Trophy - Fallout: New Vegas Guide

Guide by Warren Woodhouse

You need to find all of the companions in the main game to unlock this trophy. Specific conditions are listed below for convenience. In the order that’s relevant to the story and easiest to reach from the beginning.

Main Game
  • ED-E: located in Mojave Express Delivery Service, Primm. You’ll need to fix the robot first before you can acquire it as a companion.
  • Rose of Sharon Cassidy “Cass”: Mojave Outpost Bar, Mojave Outpost. You’ll need to complete a few of the miscellaneous quests tied to the Mojave Outpost before you can acquire her as a companion. You don’t need to complete her Companion Quest.
  • Craig Boone: located in the Sniper’s Nest on the dinosaur’s head in Novac. Complete his quest “For My Baby” by placing the old lady from the reception in front of the dino at night, this is how to acquire him as a companion for your travels.
  • Veronica: located at 188 Trading Post. Don’t tell her that you’re a member of any faction. Can be acquired very easily without any restrictions.
  • Arcade Gannon: located in Old Mormon Fort, Freeside, New Vegas. When speaking to him, he explains that he prefers to be on his own, you’ll need to have a Speech check of 25 or higher to convince him to join you on your adventure.
  • Rex: located in The King’s School of Impersonation, Freeside, New Vegas. You need to complete The King's quest “G.I. Blues”, which unlocks the quest “Nothin' But a Hound Dog”, where you’ll ask about Rex, leading you to talk to Julie Farkas at the Old Mormon Fort. Finally, after starting the process to fix his brain with Dr. Henry in Jacobstown, The King will allow you to recruit Rex.
  • Raul Tejada: located in the Prison Building in Black Mountain. Complete either the side quest “Crazy, Crazy, Crazy” or the Brotherhood of Steel side quest “Eyesight to the Blind/Tending to Business”, defeat Tabitha or overcome Tabitha, once the quest is complete, head to the Prison Building and unlock the door inside using a nearby terminal, then you can acquire this friendly Mexican Ghoul as a companion.
  • Lily Bowen: located in Jacobstown. Complete the side quest “Guess Who I Saw Today” to acquire him/her as a companion.

14 January 2026

Old-Tyme Brawler Trophy - Fallout: New Vegas Guide

Guide by Warren Woodhouse


You need to cause 10,000 points of damage on enemies using only unarmed weapons. Listed below are all of the unarmed weapons in the main game and DLCs.


Main Game

  • Bare Fists
  • Ballistic Fist
  • Bladed Gauntlet
  • Cram Opener
  • Boxing Gloves
  • Golden Gloves
  • Boxing Tape
  • Brass Knuckles
  • Displacer Glove
  • Pushy
  • Dog Tag Fist
  • Recompense of the Fallen
  • Mantis Gauntlet
  • Spiked Knuckles
  • Love and Hate
  • Zap Glove
  • Paladin Toaster



DLCs

Dead Money DLC

  • Bear Trap Fist



Honest Hearts DLC

  • Salt-Upon-Wounds’ Power Fist
  • Yao Guai Gauntlet
  • She’s Embrace



Old World Blues DLC

  • Saturnite Fist
  • Saturnite Fist Super-heated
  • Scientist Glove
  • Corrosive Glove
  • Sterilizer Glove
  • Dr. Klein’s Glove
  • Dr. Mobius’ Glove



Lonesome Road DLC

  • Fist of Rawr
  • Fist of the North Rawr
  • Industrial Hand



Gun Runners’ Arsenal DLC

  • Two-Step Goodbye
  • Embrace of the Mantis King!
  • Power Fist (GRA)
  • Greased Lightning

10 January 2026

Snow Globes Collectibles Guide - Fallout: New Vegas Guide

Guide by Warren Woodhouse


Trophies/Achievements related to the Article: Globe Trotter


Main Game

  1. Goodsprings Snow Globe: On a grave near the water tower, Goodsprings Cemetery, Goodsprings
  2. Mormon Fort Snow Globe: Julie Farkas’ Office, Old Mormon Fort, Freeside, New Vegas
  3. Nellis AFB Snow Globe: Nellis Boomer Museum, Nellis AFB
  4. Test Site Snow Globe: Speak to Mr. House and do as he asks during the quest “The House Always Wins, II”, then speak to Victor and use the lift/elevator and select Cocktail Lounge. As soon as you enter the lounge, on the left hand side as you are facing forward, you’ll find the snow globe tucked behind a cash register, Lucky 38 Cocktail Lounge, Lucky 38 Hotel & Casino, The Strip, New Vegas
  5. The Strip Snow Globe: Sarah’s Bedroom (requires: Lockpick 50 or a key), Vault 21, The Strip, New Vegas
  6. Mt. Charleston Snow Globe: On the Reception Desk, Lodge, Jacobstown, Mt. Charleston
  7. Hoover Dam Snow Globe: On the Welcome Desk, Visitor Center, Hoover Dam



DLCs

Dead Money DLC

8. Sierra Madre Casino Snow Globe: Salida del Sol North, Sierra Madre



Honest Hearts DLC

9. Zion National Park Snow Globe: General Store, Zion National Park



Old World Blues DLC

10. Big MT Snow Globe: X-17 Meteorological Station, Big MT



Lonesome Road DLC

11. Lonesome Road Snow Globe: Junction 7 Rest Stop, Lonesome Road

Locations - Fallout: New Vegas Guide

Guide by Warren Woodhouse


Trophies/Achievements related to the Article: Walker of the Mojave; Master of the Mojave


Main Game

  • Kyle Canyon
  • Vault 11
  • Vault 19
  • Vault 21
  • Vault 22
  • Vault 34
  • Securitron Vault (unmarked) (unnumbered): underneath the Weather Monitoring Station, Fortification Hill, Colorado
  • Mr. House’s Secret Vault (unmarked) (unnumbered: potentially Vault 38, possibly due to the casino being called Lucky 38 as that’s where the vault is built): underneath Lucky 38, access via Penthouse floor, Lucky 38 Resort & Casino, The Strip
  • Mt. Charleston
  • Nevada State Route 157
  • Welcome to the Fabulous New Vegas Sign
  • Camp Golf
  • Camp Forlorn Hope
  • Camp McCarran (formerly: McCarran Airport) | real life address: McCarran International Airport, 5757 Wayne Newton Blvd, Paradise, Las Vegas Valley, NV.
  • El Rey Hotel
  • The Strip
  • Freeside
  • Ruby Hill Mine
  • Silver Hill Mine
  • Jacobstown
  • Novac | real life address: 50770 Seminole Drive, Cabazon, CA.
  • 188 Trading Post
  • NCR Embassy
  • City of New Vegas
  • Legate Camp
  • The Fort: at Fortification Hill, Colorado
  • Hoover Dam
  • Lake Mead
  • Sloan
  • Primm
  • Goodsprings
  • Goodsprings Cemetery
  • Goodsprings Source
  • Goodsprings General Store
  • Goodsprings Gas Station
  • Goodsprings Schoolhouse
  • Dr. Mitchell’s House: at Goodsprings
  • Prospector’s Saloon: at Goodsprings
  • NCRCF New California Republic Correctional Facility
  • Hidden Valley
  • The Brotherhood of Steel Base (unmarked): at Hidden Valley
  • Abandoned BoS Bunker
  • Las Vegas Boulevard Station: at The Strip | real life address: 2558-2584 Paradise Road, Winchester, Las Vegas Valley, NV.
  • The Ultra-Luxe Resort & Casino: at The Strip | real life address: 3131 South Las Vegas Boulevard, Las Vegas, Las Vegas Valley, NV.
  • The Gomorrah Hotel & Casino: at The Strip | real life address: 3801 South Las Vegas Boulevard, Las Vegas, Las Vegas Valley, NV.
  • The Tops Hotel & Casino: at The Strip | real life address: 3355 South Las Vegas Boulevard, Las Vegas, Las Vegas Valley, NV.
  • The Atomic Wrangler Hotel & Casino: at Freeside | real life address: 25 East Fremont Street, Downtown, Las Vegas, Las Vegas Valley, NV.
  • Lucky 38 Resort & Casino: at The Strip | real life address: 2000 South Las Vegas Boulevard, Las Vegas, Las Vegas Valley, NV.
  • Lucky 38 Tower
  • HELIOS One
  • Nipton
  • Nipton Town Hall
  • Crescent Canyon East
  • Crescent Canyon West
  • Long 15: i15
  • Highway 95
  • Highway 96
  • Mojave Outpost | real life address: Agricultural Inspection, I-15, Yermo, CA.
  • Unification Monument (unmarked) > Mojave Outpost
  • Ivanpah Dry Lake
  • Silver Rush Gambling Hall: at Freeside | real life address: 3112-3118 South Las Vegas Boulevard, Las Vegas, Las Vegas Valley, NV.
  • The King’s School of Impersonation: at Freeside
  • Old Mormon Fort: at Freeside | real life address: Old Las Vegas Mormon Fort, 500 East Washington Avenue, Las Vegas, Las Vegas Valley, NV.
  • Rollercoaster at Primm (unmarked)
  • Mojave Express Delivery Service: at Primm
  • Vikki & Vance Museum & Casino: at Primm
  • Bison Steve Hotel & Casino: at Primm | real life address: The Buffalo Bill Hotel & Casino, 31700 South Las Vegas Boulevard, Primm, Jean County, NV.

Changelog
  • 24th May 2026 at 7:31 am: Updated post
  • 10th January 2026 at 10:43 am: Updated post
  • 3rd January 2026 at 7:44 am: Created post

12 August 2022

How to Play Caravan - Fallout: New Vegas Guide

Guide by Warren Woodhouse (exerts from the original Reddit post by Kyle Mifflin)


Trophies/Achievements related to the Article: Know When to Fold Them; Caravan Master


Play Caravan Here

Minigame by Warren Woodhouse using the same deck building mechanics as the in-game minigame.

Game By: GotGames Interactive on Warren Woodhouse. Based on the original by Bethesda Game Studios.


Vendors who sell Caravan Cards

  • Ringo: Goodsprings Gas Station (and later Crimson Caravan Company). He is your source for a free 54-card starter deck
  • Chet: Goodsprings Source
  • Lacey: Mojave Outpost
  • Johnson Nash: Vikki and Vance Casino in Primm
  • Blake: Crimson Caravan Company
  • Dale Barton: The Fort


In-Game Guide
Guide by Warren Woodhouse
  1. Save the game before you play Caravan
  2. Build a deck containing only 6s, 7s, 8s, 9s, 10s, Kings, Jacks and Jokers
  3. Individual Caravans need to reach a total score of 26, higher is a bust, you can place a 6, 10 and then place a King on top of the 10 to double the 10 to 20, to make 26. You can use Kings to sabotage your opponents Caravans as well
  4. Jokers remove all the cards from the table from all players that have the suite of the Joker card. Use to your advantage
  5. Jacks remove a track (Caravan) of cards from the table, especially if placed on your opponents Caravans. Place them above the first card they played and below the second card they played for the full effect
  6. All Caravans in your play need to have a score of 26 each in order for you to win
  7. If you keep losing at Caravan even if you reload your save, quit the game and then restart the game to continue as normal, this forces the scripts to work correctly
  8. Easiest Opponents: Ringo, Cliff Boscoe, Chet, Johnson Nash, Lacey, Blake and Keith
  9. Hardest Opponents: Quartermaster Reyes
  10. Good Luck ;)


Real Life Card Game Guide

Article by Kyle Mifflin on Reddit


What is Caravan

Caravan was designed by Obsidian Entertainment as a fictitious card game played in New Vegas within their video game called Fallout: New Vegas.

Kyle Mifflin's version simulates as closely as possible the the way that Caravan is played in the video game of Fallout: New Vegas. The only differences are:

  • That instead of custom decks, each player receives the same deck to make the game as fair as possible (custom decks are allowed as a variant).
  • That the bug that allows you to discard during the opening round has been removed as an option.


Players and Cards

Caravan is a two-player game using two standard Anglo-American decks of 52 cards plus 2 jokers, one deck of 54 cards for each player.

Player A Caravan one Caravan two Caravan three

Player B Caravan one Caravan two Caravan three

Number cards are placed in an overlapping column within each caravan and each number card may be modified by picture cards placed overlapping to the side.

Throughout the game, Player A's Caravan One will be directly competing against Player B's Caravan One. The same goes for Caravans Two and Three. In addition, each player has a face-down deck from which they draw cards and some cards in their hand, and there is a face-up discard pile.


Objective

Each caravan has a numerical value based on the total value of the number cards in it, possibly modified by Kings. A caravan is 'for sale' when it's value is in the range 21 to 26. A caravan with a value of less than 21 or more than 26 is not for sale. Cards may be added to a caravan that is already for sale to change its value. The object is to sell at least two of your three caravans. If both competing caravans in a position are for sale, only the higher valued caravan is sold. No sale takes place until there is at least one caravan for sale in each of the three positions at the same time.

Opening Round

To start, each player shuffles their deck, stacks it face down and draws the top eight cards from it to form their initial hand. The opening round in its entirety consists of three turns for each player, playing alternately. Each turn must be used to place one card face up to start off each of their three caravans. During this opening round only number cards (A, 2-10) can be placed. If a player does not have three number cards or aces to play, then they must show their hand, reshuffle their deck and draw eight new cards. No cards can be discarded or re-drawn during the opening round. Therefore at the end of this round when each player has had three turns, they will each have a hand of five cards and one card in each caravan.

Game Play

After the opening round play continues with players taking alternate turns. On each turn, you must do one of the following:

1. Play a card from your hand on a caravan, then draw a new card from your deck and add it to your hand.

2. Discard a card from your hand, then draw a new card from the deck to replace it.

3. Disband one of your caravans. Take all the cards from this caravan and place them on your discard pile.

Note that after the opening round, if any of your caravans is empty of cards you are not required to play on the empty caravan in your next turn: it can be left empty. Technically, you could win the game with only two caravans if you could sell both of them while your opponent sold the third. Any card that is discarded or removed from play is added to the discard pile. These cards can't be recovered.

Playing Number Cards

(A=1, 2-10)

Number cards in each caravan are played in a column. Each new card is added to the bottom of the column overlapping the previous number card. Number cards can only be placed on your own caravans. On an empty caravan, any number card can be played. On a caravan with one card, you may play any number that is not equal to the first card. On a caravan with two cards, the bottom two cards indicate its numerical direction - ascending if the bottom card is higher, descending if it is lower. You may play any card that preserves the direction or any card matches the suit of the bottom card. Example: if the last two cards of a caravan are 3, 7 the direction is ascending. On this caravan you may play any 8, 9 or 10 to continue the ascending direction, or the A, 2, 3, 4, 5 or 6 of hearts changing the direction to descending. Note that cards following numerical direction do not need to be adjacent in value. For example you can go up from a three to a seven, or down from a seven to a three. Under no circumstances are you allowed to place a number card on an equal number card (e.g. a 10 on a 10). Playing Picture Cards (J, Q, K, Joker) Picture cards all have special effects. Unlike number cards which are placed in a column overlapping each other, a picture card is placed to the side of and overlapping the card it is played on. A picture card can be played on a number card in any caravan, no matter whether it belongs to you or your opponent. Jacks, Kings and Jokers can be played on any number card; a Queen can only be played on the bottom card of a caravan's column. The special effects are as follows:

  • Jack

Removes the card the Jack is played on as well as any face cards attached to it, and place them on the discard pile.

  • Queen

This may only be played on the last card of a caravan's column. It reverses the current numerical direction of the caravan and changes the suit of the caravan to that of the Queen. Example: if the last two cards of a caravan are 3, 7 and the Q is played on the 7 the numerical direction is changed to descending and the suit to diamonds - so the next card played on this caravan can be any A, 2, 3, 4, 5 or 6 or the 8, 9 or 10 of diamonds. Multiple Queens can be played on the same card.

  • King

Doubles the value of the card the King is played on. Multiple Kings can be used on the same card (for example a 9 with a King on it is worth 18, a 9 with two Kings on it is worth 36).

  • Joker

If a Joker is played on an Ace it removes all other number cards (including Aces) from both player's caravans that are the same suit as the Ace on which the Joker was played, along with any picture cards attached to those cards. Picture cards that are the same suit as the Ace are not affected (unless they are attached to a number card removed by the Joker). Number cards and Aces with Queens attached to them count as belonging to their printed suit: the suit of the attached Queens is ignored. If a Joker is played on a number card from 2-10 it removes all other printed number cards of the same value from both player's caravans, along with any picture cards attached to those cards. In all cases the card on which the Joker is played and any pictures attached to it are spared. A played Joker only affects cards that have been played before it, not cards played subsequently. All removed cards are added to the discard pile. Picture cards can be played on number cards which already have one or two other picture cards attached to them. However, no more than three picture cards can be attached to a single number card at one time. Therefore a picture card cannot be played on a number card that already has three picture cards attached to it, and the only way to remove such a card is by the use of a Joker on another card, or by disbanding the caravan. In particular a Jack cannot be used to remove a number card that already has three face cards or Jokers attached to it. If in the event that a Jack or Joker removes a card leaving a caravan ending with two equal numbered cards, then the numerical direction remains as it was before the card was removed (Example. If a Jack is played on the 7 in this caravan: 6-7Q-6, leaving just 6-6, the direction is descending, since before the Jack was played there was a downward sequence of 7 to 6). This only applies in situations where the removal leaves equal cards following each other. (Example: If a Jack or Joker removes the 6 in this caravan: 2-6-4, then the sequence is now ascending [2-4] and it doesn't matter that beforehand the sequence was descending.)

Winning

To score a caravan you simply add the total sum of a caravan's number cards (as modified by Kings) to determine the caravan's value. When at least one caravan is for sale from each of the three positions the game is over, and the player with two or more of the higher sales wins the game. However, in the event that one of three caravan values is tied between players, the game continues until all three caravans have sold. In this case, if a player has three caravans for sale with two being higher bids and the other being a tie, if it's that player's turn he can simply disband the tied caravan to win the game. If you run out of cards to play before meeting the criteria of winning, then your opponent automatically wins.

Variants

Optionally, you may play with one Joker each or no Jokers. Optionally, each player may customize their own deck provided that it consists of at least 30 cards (selected from standard 52-card decks with jokers), and doesn't contain any two cards that are precisely the same. The maximum number of cards to be used should be agreed upon before the game. It is recommended that no more than four decks (216 cards) be used to make a player's deck, as there are only four different decks that can be used in the New Vegas version of the game.

Bugs and Discrepancies

Here is Kyle Mifflin's summary of some issues with the original New Vegas game and how these are addressed in his interpretation. Throughout this guide, you’ll find that Kyle has made changes to loads of various issues pertaining to this minigame.

Deck Construction

The actual game of Caravan as found in New Vegas is played with custom decks. You must have a minimum of 30 cards to play with in your deck - the rules do not mention a maximum number of cards allowed in your deck. You may use more than one set of traditional playing cards, and have any number of cards of any type provided they don't include any two cards that are precisely the same (face and back). In practice, deck construction doesn't matter. So long as you're playing with at least 30 cards and don't have two of the same card from identical decks, then you are playing by the rules. A full 54-card deck with Jokers for each player is ideal for even, fair game play. Both players have the same cards and the same advantage. 54 cards is also enough for what could be a battle, should the game go on for that long.

Running out of Cards

In New Vegas the in-game rules for Caravan do not mention what happens when a player completely runs out of cards to play. However, when this happens in New Vegas the opposing player automatically wins. It's pretty clear that this is supposed to happen since it's been coded into the game.

End of Game Mechanics

This isn't a discrepancy or a bug, but it's something I want to discuss. A lot of people online think that the end-game mechanics of Caravan in New Vegas is bugged. I just want to clarify that having all three of your caravans sold - two at a higher bid and one tied - does not, and is not supposed to end the game. The rules state that the game continues if one of the sold caravan tracks is at a tie. However, I get that it makes sense to end the game when all three tracks are sold and a player has sold two at higher bids. Just note, that while one player just needs to disband their tied track to win the game, if it's the other player's turn then they have a chance to tie another caravan track or to sabotage their opponent's caravan, thus continuing the game indefinitely.

Start of Game Mechanics

The in-game rules in New Vegas state that you are not allowed to discard cards during the opening round of setting up your caravans. However, the in-game coding allows you to do this anyway. It can be accurately surmised that the developers allowed this possibility to avoid dealing with what would happen in you didn't have three number cards to play during the opening round. In any case, this is a confirmed bug. Since the only thing we have to go by when playing in real-life is that you are not allowed to discard during the opening round, if you do not have three number cards to play simply show your opponent your hand, and reshuffle the deck drawing eight new cards. This is my recommended simple solution to a problem which in practice rarely occurs.

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