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Welcome, to Triple Topper!

Rules to Liars’ guess, updated October 21, 2015

Other equipment possibly needed: Either a pen and paper for keeping notation, or (preferable), an audio recorder you can speak into and records voices. It doesn’t matter the format, and should be erased after each game, so a cassette recorder or a portable MP3 Recorder would work. It doesn’t need a USB transfer unless you wish to save it.

Deck: West deck. A west deck is No Blacks, No Blues, No Blobs, No Squares, No Question Marks, and No Fours. It is a deck of 27 cards exclusively containing reds, yellows, greens, circles, hearts, triangles, ones, twos,and threes. All cards in the West deck are the ones with the "3X3x3" on the card.

Set up: One player deals 9 face down cards, one at a time alternating, and then turns the next 8 cards face up, and organized in a way which groups them in an organized way. The last card is placed face down in the center of the table.. If playing with a pen and paper, both players write down the face up cards. If tape or MP3 recorded, the players read the cards that were face up into the mic. Non dealers plays first

Play

1. The current player shows one of their cards face and asks how many cards their opponent has of any 2 variable combination. For example if a player plays a red circle 1, they may ask how many circle-1ʼs red-circles, or red-1ʼs the opponent has. Make sure the card played and the combination asked for is read into the mic.

2. The person being asked may either tell the truth, or lie about their hand. They state the number of cards asked for, (or what that person wants the other to think) Remember to read rule six about proven liars. Make sure the answer is read into the mic.

3. The card is placed with the other cards in the same organized manner as the other central face-up crds.

4. Play alternates to the other player.

5. If at any time, a player thinks they know what the center face down card is, they declare they know what the card is. He states its number, color and suit, and looks at the card. If itʼs correct in all 3 aspects, that person wins one point for each card the opponent has in the hand. If itʼs wrong in any of the variables are wrong, the opponent gets the same number of points the guesser would have got.

6. About lying and catching lies:

6a. If one person thinks another person is lying, or finds a contradiction where he lied either one time earlier or more recently, he states such, and names the way the player knows the other is lying.

6b. The person accused of lying can either admit it, or deny it.

6b-I. If the liar admits it, the lie-catcher gets 1 point for each card in the opponentʼs hand.

6b-II. If the alleged liar denies it, the original accuser may retract.

6b-II-a. If the original accuser retracts, the person falsely accused of lying get the same number of points the accuser would have got if it were an accurate accusation.

6b-II-b. If the accuser does not retract, the tape/MP3 is played back.

6b-II-b-1. If there is evidence proving there was a lie, the accuser wins double points.

6b-II-b-2 If there is not a provable lie, the accused wins double points. And just like the American justice system, itʼs "innocent until proven guilty". If there is no evidence either way, the accused wins double points.

6c. For the purpose of evidence, do not mix up the cards and be careful of what cards are currently in the hands and what card is currently in the hole.