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This free card game is called Six Suit, An original 3 dimensional game that's a cutthroat elimination game. This is Triple Topper. 3D. Click here or scroll down to read more info or click on a link below.

Hello!

Welcome, to Triple Topper!

Rules to Six Suit

THIS IS THE TOTALLY ORIGINAL TRIPLE TOPPER GAME. Meaning there is no regular-playing-card game corresponding to this game. So pay attention. This is also an update to fix criticisms that the game's object as well as the general mood is too defensive by making it a game of survival instead of a game of attack. The scoring system encourages more attacks and less defenses because more points are to be made with multiple attacks than constant defense. Also another criticism of the game was the "elimination sit-out factor" where eliminated people are bored waiting for the game to end. Now the dead can score points from the grave. So this is kind of like a ghost who has no regard for itself because it is invulnerable and can freely haunt the living and attack without worrying about defense. Also added are a way to earn more cards and a way to earn multiple consecutive turns.

Deck: Complete main deck of Triple Topper cards without Jokers or other extra cards. All Triple Topper cards have 1 out of 5 possible numbers, one out of 5 possible colors, and one out of 5 possible suits. There’s one card for each combination of 1 number, 1 color, and 1 suit, totaling 125.

Set Up: Pick a first dealer and seating arrangements randomly.

Players: Anywhere from 2 to 12 either individually or in equal teams. If playing in teams, teammates sit apart from each other as many seats as there are teams. 2 teams have teammates seated every second seat, 3 teams is every third, etc.. 3 or more individual players or teams is recommended if a cutthroat quality is wanted. For a more chess like situation, use 2 individual players or teams.

Set Up: The dealer deals 6 cards face up to each player. Then deal one face down card to each person. This face down card is your hidden hand.

Object: To score points by eliminating your opponents by giving them six cards all the same single variable, (example 6 hearts) and through that mechanism score points by surviving eliminations.

1. Wilds: Blacks, Blobs and Question Marks are only wild in the following sense, they always bring the person who holds it (when it's displayed face up in front of them, not when it's in their hidden hand of cards to play) closer to elimination. 5 wilds, or less wilds and a match of the same type of variable. (colors for example) will eliminate that person. (for example, 4 blacks and 2 reds eliminates someone or 2 ?'s and 4 1's)

2. Changing cards: To change anyone's cards, self, partner, temporary ally, or opponent, you must match one of the three variables. Wilds must be matched naturally. (If you wish to change color and suit of a card with a ? on it, you must match the ?, not the number it currently represents.) It works both ways. Natural cards must be matched with a natural, not on a wild that currently represents the card you're playing. But remember, the other 2 variables can be different, and by the makeup of the deck, one must be different.

3. Play:

3A. When you start a turn, first you declare any 3 non-contradictory variables you predict the card will be. (like blue circle 3, or Black square 1, or yellow heart 4) Then draw 1 card.

3B.If 2 or more of the declared variables are correct, (if you declared red heart 3, and the card is a red heart 4), show it to people to indicate you can legally add one card to your hand, then put it and another face down card in your hidden hand. For the purposes of the rule, the wild variables are separate possibilities and must be matched naturally, both in declaration and in drawing. (A Black drawn doesn’t match any color declaration, and a black circle 4 declaration must be matched with a natural black circle "some other number", not a black blob "some other number". The only way to draw another card if you predict the card is a black blob question mark, assuming your prediction is correct, is to declare any 2 and a different third variable, or a black blob question mark.) If you predict a card in all 3 variables in any instance, you add 2 cards to your hand

3C. Then after you draw 1, 2 (if you predict 2 of the first card’s variables accurately) or 3, (predicting the exact card) cards, then play one of your one or more down cards (including any previously saved cards) on someone's up card. It could be yourself, or it could be an opponent or teammate. If no play is available or desired, discard to the center. The discard pile is public knowledge, therefore faced up. You must follow rule 2 at least for all turns.

3D. Limit one extra card per play.

4. Extra Turns:

4A. If you match any card with 2 out of the 3 variables (like a red blob 4 on a blue blob 4) you get another turn afterwards, where you draw a card and play again. If this is already an extra turn on the same orbit, you must double match from the same person, whether self, teammate, temporary ally, or opponent, to earn another consecutive turn. If you play a double match on someone else, even if it’s the same team, you don’t get another turn.

4B. If you eliminate someone with such a play, you can get yet another extra turn by playing a double match on anyone else, from any team.

4C.For the purposes of this rule, the discard pile cannot be double matched and cannot give you another turn.

4D. For the purposes of Rule 3, this extra turn lets you predict another card to earn an extra card, even if you correctly predicted the previous turn.

5. Recycling: If the draw pile runs out, each player takes all the cards underneath the top card on each up-pile and hands them in a pile to the dealer. Then the dealer takes those piles and every card in the center garbage pile, and shuffle them to recycle the draw pile.

6. Eliminations:

6A. When a person has 6 of the same number, color, or suit, with blacks, blobs, and question marks always counting as whatever brings them closer to elimination, and can change as the situation changes and count as long as they're exposed as the top card, as long as they are on diffrent teams, that person is eliminated. When a person is eliminated, he/she puts all their cards in the center garbage pile.

6B. If the person who eliminated that person is not the self or a teammate (read rule 11 about self-eliminations and auto-eliminations), that person receives positive points for an elimination. If a person accidentally eliminates him/herself or a teammate, then the next player not on that person's team who plays a card and maintains the six suit gets the points. It does NOT count as a elimination until an opponent places a card on them that either keeps the same nature, or has a different six of a kind, or both. There is no bonus for eliminating a person 2 or 3 ways.

6C. The first elimination is worth as many points as there are players, so in a 4 player game, the first eliminator gets 4 points. And each elimination after that is reduced by one point.

6D. In each case, each player with face-up cards is considered a survivor of that fall, and gets one point each and if playing in teams combined with their respective team scores. Note that the number of survivors decrease by one after each elimination.

7. Ghost Players:

7A. If you are eliminated, you can still play your normal turn.

7B.If playing alone or no teammates are left, one option is eliminating opponents in order to add to your player/team point total.

7C.If playing in teams and a different player on your team is still in, another option is helping your non-ghost teammate defend him/herself.

7D. When a ghost you don’t have the responsibility to defend your turf, but you can no longer get points for yourself for surviving until the next starting deal.

8. Final survival/elimination:

8A. If there is either one person left, or if all survivors are on the same team, the same is extended by 2 turns after the latest eliminator’s turn (meaning if a person eliminates someone with a double match that would legally award an extra turn the count of 2 complete rounds of turns start after their extra turn(s), and would be the final one to play at the end.

8B. If a player gets eliminated in this time, the player who made the elimination gets the points for elimination, and if there’s more than 1 player, the surviving team gets any surviving points for surviving.

8C. If 2 turns from each team occur and there are still survivors, all the points that would have gone to the eliminators if they were eliminated go to the survivors. Plus if multiple people survive, any survival points that would have been awarded for an elimination survival go to the survivors. The teram gets any elimination points and survival points multiplied by the number of teams (teams can be individuals for the purposes of scoring, but is the total number of factions, whether individuals or equal teams.) minus 1, so a 2 team game gets 1:1 point payout, a 3 team game gets 2:1 point payout, a 4 team game gets 3:1 payout etc. For the purposes of the rule you must survive to the end to get the multiplied payout. Eliminations within the final 2 turns for each team don't get multiplied.

9. Temporary alliances:

9A. Temporary alliances are possible with 3 or more teams/individuals and usually encouraged. Whether these treaties are enforceable or not are up to local rules. All negotiations must be made in the open, so no going to another room together and discussing strategy.

9B. Penalty for reneging if enforceable is automatic elimination of that person, and the person who was the other party of the treaty gets the elimination points.

9C. If it can be proven that a third party made the alliance unfulfillable, (example: someone changes a card you needed to hurt/help someone.) no penalty is invoked.

10. Because of people getting eliminated without a chance to play by getting Six Suits off the draw in a 6 player test game, a "free time" was instituted, where for two complete turns around the table, you are only allowed to help yourself. If playing with more than 2 players, you can choose to play on a partner, temporary ally, or opponent, however the person whose card you change has the right to veto the card and/or placement on their side, whether it be a partner, temporary ally, or opponent. If you have a Six Suit, this is your chance to play defensively and get into the game.

11. Rules about self- and auto-eliminations

11A. If, after the initial 2 complete turns, any six suits are exposed, the people are eliminated when one person other than the player or a teammate places a card on that person that keeps it a six suit.

11B. If no one notices a six suit at any time, it is possible to survive if you correct it on your turn before they notice it.

11c. If an opponent gives someone else a six suit and the layer didn't notice, you can take advantage of it by laying a single matching card if available on your next turn, and if it's a double match, you can continue taking extra turns and eliminating people according to the rules.

11D. If a player notices ones own or a teammate’s six suit, whoever, other than the team in danger who plays a card to keep it a six suit gets the elimination points. But if the team in danger ruins the six suit before an opponent can play a card to keep it, they are still in the game and doesn’t count as an elimination.

12. IF a person falsely declares Six Suit after their turn, they lose their next natural turn. If they have another turn coming, they skip it, and play resumes as normal. This rule should only be enforced once people know what's going on in the game. Beginners may have legitimate questions about what's a Six Suit. Only enforce this rule if evertyone agrees to it. The spirit of the rules is prevent slowing down the game by calling unneccessary Six Suit, but balances it with paying attention, so you don't mindlessly play cards, and not realized you've six suited someone.

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