Gin Vodka is a free card game that's 3 dimensional. It's Tunk that's a three variable game. This game uses a special Triple Topper deck. Click here or scroll down to read more info or click on a link below.

Google
 

Hello!

Welcome, to Triple Topper!

Rules to Triple Tunk

Updated August 18, 2016

For 3-6 players.

Object: to get rid of your card by making melds. Deck used: Full deck. Other equipment needed: You need play money, (or if hard core and want to play for keeps, real money.) Meld definition in this game: A meld in Triple Tunk, is always 3 or more cards in which 2 variables that match in all 3 cards, like 3 of the cards that are blues and hearts simultaneously, for example, OR 3 cards that match in one variable and the numbers count in sequence.

A special meld is 3 cards in which the numbers are in sequence, and the other 2 variables match in all 3 cards, like 2-3-4 all red-hearts OR all 3 variables match in all 3 or more cards, like three yellow triangle 2’s. Question mark is considered high but not low for the purposes of sequencing. In this game, Blob is the wild shape, and black is the wild color. Question Marks are not wild in sequences, but are wild in matching numbers. 2 question marks match with anything, but one question mark must be used with a pair of numbers. Like 3-3-? not 1-?-3.

1. The dealer deals 5 cards to all people. After dealing all cards, turn the top card in the remainder, and put it face-up in a discard pile. Put the rest of the cards face down in a draw pile. Play starts to the left of the dealer.

2. Before anyone plays, if they have a total of 20, 24 or 25 points in numbers, where 1-4 is face value and question mark is 5, they show an early tunk. If more than one person has it, they can all claim it before any turn starts, but must claim it before the first person plays and the first person has to wait one minute after cards are dealt out. Everyone who claims it and wins gets an early tunk multiplier. Then he/she/they picks up one’s individual hand and play starts.

3. On one's turn a person may either pull the top card from the draw pile or any card in the discard pile. Regardless of which one he pulls, he must discard a card. ONLY the top card is able to be picked and there’s no requirement to make a full meld when drawing a face up card.

3. When a person can make a 3 card meld they lay it in front of them. If any are special melds, they are noted as they play.

4. If one does not go out clean, opponents and the meld owner can play cards that continue the meld in a consistent way. If an opponent does it, the meld owner must wait 3 turns for each card played before he can knock (go out early).

6. If you can go down clean, on one or more turns, with a meld of 5 or 2 melds of 3, or go with a meld of 3 and lay 2 cards on 1 or 2 opponents, or a meld of 4 and lay one card on an opponent, play them, optionally discard the last unused card (in every case except 2 melds of 3 cards), and claim a tunk out and win automatically.

7. At any time a player, before he starts his turn, may knock, assuming he’s not forced to wait by having extra cards played on him. When knocking, one shows one's unmelded hand and hopes he has the lowest point total.

8. If a player knocks with the lowest point total, that person gets one chip from everyone playing plus any multipliers below. If one or more person tie or beat him, the knocker owes everyone who ties or beats him one unit with multipliers factored in.

9. If you win, you win a unit multiplied by 3 mulipliers. The first 2 multipliers are the tunk out multipliers. x2 for an early tunk out before play starts, and a separate x2 for a perfect zero tunk out, either with or without a discard. The third is a special hand bonus based on what hands the winner has. x2 for a 3 card special, x3 for a 4 card special, and x4 for either a 5 card special, or 2 sets of 3 cards specials. The highest possible is 16x x2 for the early tunk out, x2 for a clean zero tunk out, and x4 for either a 5 card special or 2 special sets of 3. You don’t get points for maintaining an opponent’s tunk out, or an opponent maintaining yours. Those are indicated by placing those cards sideways.

10. In case the draw pile runs out before someone goes out, then recycle the pile by placing the last card face up on the discard pile, turning the rest of the discard pile over, and without reshuffling, draw from the drawpile all over.

11. Another advantage or playing a special is that your opponents must maintain the nature of the special for them to lay a card on you. You can break it on the 4th or 5th card and make it a regular meld, and not a special, but that cancels the multiplier and that restriction on opponents.

12. If 5 cards are in a meld, you cannot add any more cards to the meld.