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Rules to Push It Real Good, updated October 21, 2015

Updated August 18, 2016

Players: 3 or more

Deck- 3 players could use a 3x3x3 deck (only cards with a W) 3-5 players could uses a 4x4x4 deck (everything except blacks, blobs and question marks), 5 or more players could use a full deck. 6-8 might want to use 2 4x4x4 decks shuffled together. and 8-10 may want to use 2 full decks shuffled together

Place the 3 variable chits and 3 pointers, (straws, stirrers, spoons, etc.) face up and place one by the red, one by the circle, and one by the 1.

Object - Get rid of all your cards by placing them face down. You can legally lie about your cards, but if caught, you lose ground.

Set-up- The dealer deals out the whole deck as close as they will come out even. (a 3 player game with a Squares deck will have 21 cards dealt out to each of the 3 players.) Any remainder cards are placed face down in the center. Place the 3 pointers on red, circle, and 1.

1. There are 3 main actions. 2 of the 3 happen in a pre-agreed order. If you want to make it more of a game about card management, place the 3 actions in this order: Moving a pointer, Challenging other's laydowns, and laying down cards. If you want to make it more of a game about making believable lies, then the order is challenging laydowns, laying down cards, and moving pointers.

2. If youʼre playing the first way, you move one of the 3 pointers to the right, or if it at the right to the left most, so a red circle 3 in a 3-player West-deck game either the red could be moved to yellow, circle to a heart, or a 3 to a 1, since the 3 is the right most number in play.

3. Then you declare which of the 2-variable combinations you are laying down, if red heart and 3 are currently being pointed at, you can declare red hearts, heart 3ʼs or red 3ʼs, and put down anywhere from 1 to 3 in a 3x3x3 deck game, 4 in a 4x4x4 deck game and 5 in a full-deck game. They are placed face down, separated from the rest of the pile. They donʼt have to be whatʼs declared.

4. If playing the second way described in rule 1, you move a pointer in a way that you think will ruin an opponent.

5. Then until your next turn, anyone can challenge your laydown in turn.

5a. If the laydown was 100% correct (meaning a declaration of 2 green heart cards was made, and the discard was exactly 2 cards, both green hearts.) the person who made the false accusation picks up all the cards in the center.

5b. If a challenged claim is incorrect in any way, (if a declaration of 2 green hearts doesnʼt have 2 cards, or was 2 cards and one or more of them were not both a green and a heart on the same card.) the person who laid down the wrong cards picks up the cards.

6. Play passes to the left. Players keep their piles of cards in front of them until their next turn, where they toss them in the center. Cards laid down in this method is considered part of the pot and are taken by the false challenger or layer, unless those cards were played after the challenge point. On your turn you may challenge anyoneʼs previous one single move, but may challenge more than 1 move. Each is considered a separate challenge, and must be done in the order payed. (Closest to the left first)

7. On your next turn, any cards placed on your previous turn, you can no longer be caught for, and if you so choose, you can show the cards to either solidify that it was the truth, or a lie you got away with.

8. The first person who gets rid of their last cards, and either wasn’t challenged by their next turn, or successfully defended against a final challenge, that person wins.

9. Optional Rule: To encourage challenges that might be risky, 1 potential point is stored for each successful challenge or each card in the pot during a successful challenge (decide which if either youʼll use, but be consistent) They will only be claimed if that person rids all his/her cards first. All other players have their potential points erased for that round. But once potential points are converted to points, by winning a round, you wonʼt lose them.