1. Objective
The goal is to be the first player to get rid of all your cards. As players go out, their finishing position is noted:
- 1st place: first to shed all cards
- 2nd place: second to shed all cards
- 3rd place: third to shed all cards
- 4th place: last player holding cards
2. Setup and Dealing
- Use a standard 52-card deck (no jokers).
- Four players each receive 13 cards.
- Every player can see how many cards each opponent holds, but not their card faces.
3. Starting the Game
Mandatory First Move with 3♣ (3C):
The player who holds the 3♣ must make the very first move of the entire game, and this move must include the 3♣ (e.g., playing it as a single, in a pair if possible, in a 5-card combination, etc.).
Turn Order:
After the first move, play proceeds in clockwise order.
4. Turn Options
On a player’s turn, they can:
- Play a Higher Combination than what is currently on the table, following these rules:
- The new combination must have the same size/format (single, pair, three-of-a-kind, or 5-card combination) as the previous one unless you have “control” (explained below).
- For singles, pairs, or three-of-a-kind, your set must be higher in face-value ranking (and suit tiebreak if same face).
- For 5-card combinations, the rank category matters first (straight < flush < full house < four-of-a-kind < straight flush). You can beat the existing 5-card combo by either:
- Playing a higher combo in the same category (e.g., higher straight vs. lower straight), or
- Playing a 5-card combo from a higher category (e.g., flush beats any straight, full house beats any flush, etc.).
- Pass (do nothing), unless you have “control.”
5. Control
- A player is said to have control when:
- All other players have passed after that player’s previous move, or
- The immediately previous player went out (shed all their cards).
- If you are in control, you must lead any new valid combination; you cannot pass.
- Once you lead a new combination under control, others must follow with the same type/size combo (unless they also gain control by everyone else passing).
6. Combinations and Their Rankings
6.1 Singles
- Face Values (lowest to highest): 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2.
- Suits (lowest to highest): Clubs (C) < Spades (S) < Hearts (H) < Diamonds (D).
- A single card’s rank is determined first by its face value, then by suit.
- Examples:
- 7H beats 3H (because 7 > 3).
- 10H beats 10C (same face value, but Hearts > Clubs).
- 2D beats all other single cards.
6.2 Pairs
- A pair is two cards of the same face value.
- Pairs are compared by face value only.
- If two pairs share the same face value, compare the highest single card within each pair by suit.
- Examples:
- 10H–10D beats 5S–5C (10 > 5).
- 3D–3C beats 3H–3S (when face value is the same, D + C outrank H + S in combination because the highest suit in the pair is compared; D > S).
- Any 2-pair (e.g. 2D–2C) beats all lower face-value pairs.
6.3 Three-of-a-Kind
- Three cards of the same face value.
- Compared purely by face value (suits do not break ties for three-of-a-kind).
- Example: 7C–7D–7H beats 3C–3D–3S.
6.4 Five-Card Combinations
There are five categories, ranked from lowest to highest:
- Straight
- Flush
- Full House
- Four-of-a-Kind (with an extra single)
- Straight Flush
A. Straight
- Five cards with consecutive face values.
- Wrap-arounds are allowed (e.g. A–2–3–4–5, 2–3–4–5–6), but A and 2 are still considered high cards, so 3–4–5–6–7 is the absolute lowest possible straight.
- Ranking: Compare the highest single card in the sequence.
B. Flush
- Five cards of the same suit.
- Suit Rank: C < S < H < D.
- Ranking:
- Compare suits first.
- If same suit, compare the highest single card in that flush.
C. Full House
- Combination of three-of-a-kind + a pair.
- Ranking: The face value of the three-of-a-kind determines the full house’s rank.
D. Four-of-a-Kind
- Four cards of the same face value + one extra single.
- Ranking: Determined by the face value of the four identical cards.
E. Straight Flush
- A five-card hand that is both a straight and a flush.
- Ranking: Same as straights—compare the highest card.
7. Passing and Continuing Play
- If you cannot or do not wish to beat the current combination on the table (and you are not in control), you may choose to pass.
- Once all other players pass after your play, you gain control, meaning you lead the next new combination of your choice (and cannot pass on that turn).
- Turns keep rotating clockwise until someone finishes all cards.
8. Determining Placements
- The moment a player discards their last card(s), that player’s position (e.g. 1st place) is set.
- The remaining players continue playing, following the same rules, until only one person is left holding cards—that player is 4th place.
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