TripleTopper.com/Casino Macedonia Casino Macedonia is a free card game that's 3 dimensional. It's Cassino that's a three variable game. This is Triple Topper in 3D.Click here or scroll down to read more info or click on a link below.

The Third Dimension for the Third Millennium Card Game

The world's first 3 Dimensional Multi-game Card Game
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Casino Macedonia
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Object: Win points by winning cards in general as well as specific cards.

Set up: 2-6 players. Use full deck. Determine order and first dealer
randomly. Determine a number of hands where everyone is a dealer an equal number of times.

How a hand plays:

1. Deal from the bottom one card, and place it to the side, face down. Then deal 4 cards, dealt from the top from this point to the whole deck is dealt out, face up.

2. Then deal 5 cards face down to each person alternating one at a time.

3. A player puts down a card in one of 4 ways.

3a. Build - Assuming one of the non-number variables is wild or they match, then the numbers can be built up to add up to a number up to 8, with as many cards as possible. Ex. A red 3 and a red 2 build to a red 5. Then a red 1 can be added to make it a 6 of reds. Or a black 2 can make it a red 7 because blacks are wild.

3b. Stack - Add one card to a card so that they are the same or the whole built pile equals another card or built pile of one of the non-number variables matching. Stack a circle 3 on a circle 3 for example. You are not allowed to stack builds that are higher than 4, but a 4 can stack on a 3+1 of the same color or suit. Stack a blue ? on a blue or black ?. A stack cannot be built upon, but can be restacked.

3c. Take - Take any one or multiple combinations of cards from different piles that add up to value of the card or build, assuming one of the non-number variables match. Examples: (in all, a legal match takes itself too)

1. Red 2 takes red 2.

2. Circle 3 takes a circle 1 and a circle 2 (either separate or
together).

3 Red circle 4, takes a red 4 and two circle 2's

4. Red 1 built on a 4 takes a red 2+3 and the build.

5. A black 1 by itself takes every isolated 1 of any color.

6. If all cards are blob in a 6 build, any combination of piles that
total 6 and are the SAME SHAPE AS EACH OTHER (like a square (4+2) and a circle 1+2+3 together, but not a triangle 3 and a heart 3, nor a built up 6 of 2 different shapes that match by color)

7. Black Blob take everything that add up to that number as long as
either the color and suit match between themselves.

8. The only thing which can take question marks are question marks of
the same color or suit. If stacked, whatever matches the stack must be the taking card. (A blue circle ? and a blue heart ? stacked can only be taken by a blue or black ?) (optional alternate rules at bottom)

3d. Drop - Put a card in a new pile.

3e. A card or stack cannot be moved.

4. The next person follows with any of the above rules and continues
clockwise No one redraws a card until all players have played all 5 of their cards one at a time.

5. As soon as the dealer plays the fifth card, the dealer deals 5 cards to everybody face down. Play continues like above.

6. If after the dealing of the cards there are no more cards in the draw pile, everyone should remember who had the last take. (Who last made a take play). After the final card of the dealer is laid, whoever made the last take of the hand takes the remaining cards. At this point the score is taken.

Whichever person has the most cards, even though they don't own a majority, wins the plurality points.)

7. Points:
If you have... Score for each Quantity Total for category
Plurality of cards wins 25 pts. x1 =25
Plurality of reds wins 10 pts. x1 =10
Plurality of Circles wins 10 pts. x1 =10
Each number one taken wins 01 pt. x25 =25
Each Red Circle wins 03 pts. x5 =15
The Blue Square 4 wins 15 pts. x1 =15
Having ALL 5 Yellow Hearts 50pts. x1 =50
Having 0-4 Yellow Hearts 0 pts. X4 =0
Total to win     =150

In case of a tie for the lead for any 1 or more of the 3 plurality
categories. that category will not be scored.

8. Whoever has the most points at the designated end wins the game. There could be a tie.

9. Rules with Jokers (optional):
9a. Deal the bottom 3 cards to the center face down at the start. These are out of play and can make less than 25 ones or 5 red circles, the possible tie for a majority of circles, reds, or cards if 2 players play, the elimination of the Blue Square 4, and the elimination of the possibility of a Yellow Heart bonus (because you must have all 5 to win 50 points) Then deal 4 cards to the center face up.
9b. If a joker appears in the first 5 face up cards, it's taken by the person who takes the last card when no cards are left in the draw pile.
9c. When a Joker is played and ?'s are not wild, then a joker is a black, blob, any number from 1-4.

10.Second optional rule set: Wild question marks.

10a. A question mark can mean any number from 1 to 4. It must be declared one of the 4 numbers, especially if it has nothing to take. This would override rule 3-c-8.
10b. If jokers are to be used, deal 3 card face down cards from the botttom to the center and 4 cards face up at the start.
10c. When a Joker is played, a Joker takes all cards in the center pile. It must have something to take, or else it's discarded to the center leaving a spare joker
10d. If a joker appears to start it's only taken when the other joker is played. If a joker appears after being discarded, or both jokers appear to start, it's taken by the person who takes the last card when no cards are left in the draw pile.


11. Third Optional Rule: Question Mark equals 5.

11a. Let a question mark equal 5.

11b. If "?" is used as a 5, then the Blue Square ?, NOT the blue square 4 is the 15 point card.
11c. If using Jokers, a Joker is a black blob of any number from 1 to 5.
Fourth set of optional rules: 12. I learned the original game of Cassino form rules similar to above, except with regular cards. It was too free taking like taking a 3 and a 4 with an A by a build and take on the 3. Disallow that rule and only allow a take by a single card. Also note there is no building beyond 4 (if ? are wild or separate) or 5 (if ? are 5) Fifth Set of Optional Rules 13: Use the Squares deck for a shorter game with no wilds and no question marks. Adjust scoring as follows:

Winning a Plurality of cards: 12 points
Winning a Plurality of Reds: 4 points
Winning a plurality of Circles: 4 points
Winning each red circle: 2 points each
Winning each 1: 1 point each
Winning Blue Square 4: 8 points
Winning all 4 yellow hearts: 18 Points
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