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Rules to Push It Real Good, updated October 20, 2015

Shuffle a complete deck 2-6 players . A player is designated the dealer. Use a pencil and paper for scoring.

1. Write down the number of slaps a player gets in a deck. 6 slaps for a 2 player game, 5 slaps for a 3 player game, 4 slaps for a 4-6 player game,

2. The dealer turns up the top face down card to start the payout pile.

3. The dealer counts down from 3. The dealer should use a regularly paced phrase like " 3-1-thousand, 2-1-thousand, 1-1-thousand"

4. After the last word the dealer puts the next card on top of the previous card, and counts.

5. If at any time when the quantity and type of cards is desired, a player may slap. If more than one person races for a slap, the bottom-most hand gets it. The slapper gets one of his/her slaps counted for.

6. If a player runs out of slaps,he/she canʼt slap anymore for this dealing of cards. If only one person has slaps remaining, he/she takes the rest of the unturned pile.

7. Scoring: There are 2 scoring systems: agree to which one youʼll use beforehand.

7a. For a more casual game, 100 points minimum are distributed like the game Casino Macedonia (with one minor difference):

25 points for the most cards

10 points for most circles

10 points for most reds

1 point for each 1

3 points for each red circle

10 points for the Blue Square 4

5 points for the black blob question mark.

25 points times the number of players at the table for getting all 5 yellow hearts. No extra points for getting 4 or less.

7b. A more hardcore set of players would use Pai Gow Pokeʼm Scoring (either with no wilds or standard wilds) : A player organizes his/her cards to form 5 card hands from highest to lowest. A little strategy can be used because the the best single hand is worth just as much as the best second hand, or best weakest hand. But remember your hands must go in descending order from most powerful to least powerful. Youʼre not allowed to hold your best hand until the end, but you can adjust the relative strengths of the strongest hands and the weaker hands. You might want to break up a cinch first hand if you make a slightly weaker first hand but respectable second (less than your first but better than othersʼ seconds) and third hands.

First compare everybodyʼs best hand, Highest hand gets 1 point for each player the game minus 1.(2 player game, winner gets one point. 3 player game, winner gets 2 points. 4 player game, winner gets 3 points . 5 player game, winner gets 4 . And in a 6 player game, winner gets 5) Second place gets 1 less point than 1st, 3rd gets one less point than 2nd, and so forth until last gets zero.

Compare second hands in the same way. If a player plays a stronger hand than they had before this round, they gain no more points, and count as last place for the purposes of scoring.

Some player may have less cards, in which case they not have as many sets of five, and finish with any remainders in one hand. Cards with less than 5 cards are ineligible for multi-perfects and one-of-each, because you need one of each of 5 or 2 variables which are fivesomes. ONLY THE LAST SET CAN HAVE LESS THAN 5 CARDS. A four of a kind as your final four is stronger than a full hand with a full house as their best hand.

No pair hands with less than 5 cards are ranked from high to low in the same variable so if:

hand 1 is a R-H-4+ B-S-3 and is ranked is ranked 4-3 (with a 4 and 3), 4-2 (with a square-heart), 4-1 (Blue Red)

Hand 2 is a B-S-2 + R-C-4 + Y-H-1, and is ranked 4-2-1 (Blue,Yellow, Red), 4-2-1 (Square-Heart-circle) 4-2-1 (for a 4, 2, and 1)

hand 3 is a B-C-1 + G-H-3 + R-T-2, and is ranked 4-3-1 (Blue, Green Yellow) 3-2-1 (Triangle,Heart and circle) and a 3-2-1 (with a 3, 2, and 1)

Hand 4 is a R-H-3 + R-C-2 is ranked with a pair of 1s (reds) 3-2 (3 and 2), 2-1 (heart and circle.)

Hand 4 is the highest rank because it has a pair of 1s, next is "tied" between hand 1 and hand 3, with 4-3s to start, but hand 3 wins the tie because, 4-3-1 beats a 4-3, finally hand 2 is lowest, because, even though it has a higher second and third variable, both headed by a 4, the high variable is a 4-2-1, which loses to a 4-3

If a player has no cards remaining, they automatically get a 0, and a person still with cards can win up to the number of players minus 1 for each full and partial hand they have left, so itʼs advantageous to get more cards.