Welcome, to Triple Topper!

Updated August 18, 2016


It’s one step beyond Thirty-one because it uses Triple Topper cards. The object is to win the most buttons/fake dollars/real dollars/ etc. when one person is eliminated.

Equipment: Full deck, no Jokers, and enough counters, like buttons, or play money, or if you’re really hardcore, real money, to go around equally.

Players: 3-6

Set up: Hand each person as least many twice as many counters as there are people to each person. (more if you want a longer game) Pick seating and first dealer randomly.


1. The current dealer shuffles, has the right-hand neighbor cut, and deals 3 cards, one at a time, face-down so they can see them individually and no one else can, and turns face-up one card in the center. Place the rest face down as a draw pile. Each person individually and to himself tabulates the score of his hand

2. Scoring your hand

2a. In color and suit, score 5 points for a match of one variable in 2 cards, and 10 points for a match in all 3 cards. Take the sum of the both variables’ match points. Note Black and Blob and are wild, and can represent anything else in that category.

2b. numbers are face value with question mark equalling 5.

3. On your turn, you may do one of 4 things.

3a. If you don’t like your hand or want to go for the 32 bonus, and the face -up card is handy, take it and discard one of your other 3 cards face-up on the top of the discard pile.

3b. Are you in the same sitch except you don’t like the face-up card? Draw the top card from the draw pile then discard, face-up, any of your four cards.

3c. If you think you hand is good enough, but it’s not at 32, if you don't want to go for 32, knock on the table BEFORE drawing either the top draw or top discard card.

4. Once of of those 3 actions is taken, it passes to the next player, EXCEPT if a player after drawing, has 32, and instantly wins.

5. If no one has knocked or declared 32, players alternate turns using the rules above.

6. If someone knocks, the remaining players get one more turn each, Except no one else has the option of knocking for this hand And no one shows their cards until after the final revolution.

7. If ended by a knock followed by one revolution, the knocker shows his 3 cards and announces his total. All other scores are compared to the knocker’s score, not to each other. Opponents may show to claim a higher hand or muck their hand.

7a. If the knocker is the only one with the highest score, he get three counters from each opponent,plus one counter for every blob and question mark more that opponent has comapre to him. If he's got one black, and the opponent has a black and a blob, the knocker gets 4.

7b. If any person(s) ties or beats the knocker, the knocker pays him/her/them three counters each, plus one more counter for each wild he has less than the knocker. If he owes more than he has, its distributed to the highest score first, working their way down, so if the knocker has a 25, the 31 gets paid first, then the 30, then the 29, etc. If two non-knockers are tied, and there’s not enough to pay out, they play a tiebreaker hand to see who gets the pay first. This can be merged with the overall winner tiebreaker (if played, see below). All is paid to one person before the next one gets their pay.

7c. If one or more person ties or beats the knocker, those who don’t beat/tie him/her neither pay nor collect anything.

8. If a person declares 32, he receives 6 counters from everyone, plus 2 counters for each wild his opponent has more than his.

9. In theory you can hold out if you have a 32 to use less wilds. If someone else knocks, you only get 3 counters plus 1 for each wild less than an opponent. If someone gets a 32, the person who held out pays 6 chips plus 2 chips for each wild more than what his opponent has. 10. If you’re playing with only one winner, the game ends when one player is eliminated. After paying out/collecting, on the last turn, whoever has the most wins. If there is a tie for the lead, or one or more of the people are involved with an unpaid counter for having the same number when a knocker lost, and are behind the leader by less than the chips owed, all leaders and people vying for money play until there is a solitary leader. The leftover counters are scored between the players involved, but more counters may change hands in the tiebreaker. For the purposes of the tiebreaker hand, if neither player involved knocks in the tiebreaker, the highest hand gets the first tiebreak counter, next highest gets next, etc.

10. If you’re playing with real money and you win what you win, and you lose what you lose, then quit whenever you feel like, except play a separate tiebreaker hand for 2 or more people trying to take the last knocker’s last dollars, except there is no reward/penalty for knocking except the dollars left in limbo by the last knocker. Knocking is only used to determine an end of the tiebreaker hand.

11. VARIATION: No wilds, but use a full deck. Blacks, Blobs and Question Marks are worth 5 points. The highest number is still 32 except it's a double match in 3 cards with the values of the last variable being 3,4,and?, Green, Blue, Black, or Triangle, Square, and Blob. And the double payment is only when there's a 32.