Welcome, to Triple Topper!

Updated August 18, 2016

Arctic Solitaire

1. After declaring a dealer, and having that person shuffle, every person starts with 5 cards in a hand they can look at, but should not be shown to other people.

2. The dealer then turns over the first 3 cards from the deck face up.

3. Ways to play cards: You build down in number, matching color or suit. The question mark is considered both below the one and above the 4 so the number recycle: 3,2,1,?,4,3...

4. If at anytime the number decreases and BOTH the color AND suit match there is a bonus for the person who matches it. 1 card for 2 cards in sequence, add another 2 for the third, 3 for the 4th, etc. there is no theoretical maximum as long as the numbers go down in sequence and have the exact same suit and color along the whole chain. If either change, that breaks the consecutive sequence. Note it is possible for it to go to 2 or more different people during the same sequence. Discarded cards are put to the side in a discard pile. For the purposes of this game, this is called a Triple Topper.

5. In the initial set up, if the dealer sees any connections in the 3 upturned cards, he moves one card (or pile kept in the same order) on top of the other is the moved pile’s bottom card (original card) is in sequence and matching color or suit with the stationary pile’s top card (most recently played card.) then the dealer draws the top card from the pile and makes a total of 3 piles, and he keeps doing this until all cards at both ends cannot be matched. If the dealer gets a Triple Topper, he discards the appropriate cards in his hand. This is called a Pile Shift.

6. Pile shifts are possible at any time and are taken during a player’s turn. However, unlike the dealer on his pre-start turn, once the game is started, any blank pile can be filled by any card in the hand, so be strategic.

7. In turn a person can play one or more cards in one turn, from their hand, in a manner consistent with rules 3,4 and 6 . As soon as he has no moves available or desired, he must draw one card, then either play it, as well as any other cards afterwards, or else end his turn because he can’t or chooses not to play the card picked, another card must be drawn afterwards when stuck again, where he must either play THAT card end his turn, and so forth until all cards are gotten rid of or until he draws a card he cannot or chooses not to play. The move CANNOT be a pile shift once a card is drawn until the drawn card is played or the next turn occurs.

8. If a Triple Topper occurs, whether from laying a card, or shifting 2 piles, he discards the appropriate cards to the discard pile, any time during his turn up until after he pulls a card and can't play, before the next person starts.

9. Play goes clockwise, until one person discards his last card, at which point he becomes the winner of the hand.

10. Scoring: 1-4 cards are worth face value. Question Mark cards are worth 5. Blacks and Blobs are worth 5 each. All other suits and colors worth nothing. Count those above points when someone else goes out and you have cards in your hand of what’s in your hand. In case the deck runs out and no one can play, the winner is the one with the fewest points, and everyone else’s score is the difference between their score and first place’s. Play to 100 points. If you get 100 points, you are eliminated. Last one remaining wins.