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:


2. Setup and Dealing

  1. Use a standard 52-card deck (no jokers).
  2. Four players each receive 13 cards.
  3. Every player can see how many cards each opponent holds, but not their card faces.

3. Starting the Game

  1. 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.).

  2. Turn Order:
    After the first move, play proceeds in clockwise order.


4. Turn Options

On a player’s turn, they can:

  1. Play a Higher Combination than what is currently on the table, following these rules:
  2. Pass (do nothing), unless you have “control.”

5. Control

  1. A player is said to have control when:
  2. If you are in control, you must lead any new valid combination; you cannot pass.
  3. 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

  1. Face Values (lowest to highest): 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2.
  2. Suits (lowest to highest): Clubs (C) < Spades (S) < Hearts (H) < Diamonds (D).
  3. A single card’s rank is determined first by its face value, then by suit.
  4. Examples:

6.2 Pairs

  1. A pair is two cards of the same face value.
  2. Pairs are compared by face value only.
  3. If two pairs share the same face value, compare the highest single card within each pair by suit.
  4. Examples:

6.3 Three-of-a-Kind

  1. Three cards of the same face value.
  2. Compared purely by face value (suits do not break ties for three-of-a-kind).
  3. Example: 7C–7D–7H beats 3C–3D–3S.

6.4 Five-Card Combinations

There are five categories, ranked from lowest to highest:

  1. Straight
  2. Flush
  3. Full House
  4. Four-of-a-Kind (with an extra single)
  5. Straight Flush

A. Straight

B. Flush

C. Full House

D. Four-of-a-Kind

E. Straight Flush


7. Passing and Continuing Play

  1. 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.
  2. 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).
  3. Turns keep rotating clockwise until someone finishes all cards.

8. Determining Placements

  1. The moment a player discards their last card(s), that player’s position (e.g. 1st place) is set.
  2. 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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