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This free card game is called Six Suit, An original 3 dimensional game that's a cutthroat elimination game. This is Triple Topper. 3D. Click here or scroll down to read more info or click on a link below.

Hello!

Welcome, to Triple Topper!

Rules to Six Suit

THIS IS THE TOTALLY ORIGINAL TRIPLE TOPPER GAME. Meaning there is no regular-playing-card game corresponding to this game. So pay attention

Deck: Complete deck, no Jokers.

Note all information pertaining to both the Computer and Physical game are in black text. Red unclickable text apply only to the physical game. Blue unclickable text apply only to the Computerized verison

Set UP:

Setup: Use the full 125 card deck with no jokers. In a physical card game, pick a first dealer and seating arrangements randomly. In the computerized Java 1.2 version, fill out the form that has Host, Port and Name, keeping the port and host the same as it shows. Then type in any name to identify yourself (no reserved names) then press "Play Now" You'll go to a random game table. Chances are, you'll be in the middle of a game. Press "Reset" on the bottom right of the screen to assure a fair start, and to sync up with other humans. If you wish to wait for human opposition, wait until you see other players' IDs in the upper left hand corner. If multiple humans are waiting to start a game, you sit in the order you come online, and cannot change it. To recruit a computer opponent, press "Load a Bot" on the right side of the table screen for each computer opponent you want. Once all human players are satisfied with the opponent roster, all humans press "Start".

Players: Anywhere from 2 to 12 either individually or in equal teams. Computerized mode has 2-4 players, each playing individually.

Display: The first two rows will show each player's upcards. Your cards start directly underneath your name and go to the right until either a card is below another player's name, or the edge of the screen. It has enough places for 4 players. If you have less than 4 players, a series of grey rectangles will appear where the empty seat is. Below the second row is your 1 card (when it's not your turn) or 2 cards (when it is your turn). These 1 (or 2) cards are hidden from view from your opponents including the CPU. The 2 rows above it are face up, therefore public knowledge.

Set Up: The dealer deals 6 cards face up to each player, and one card face down to form the hand of the players. The computer automatically act as dealer, regardless of where it’s playing or if it’s playing.

Object: To eliminate your opponents by giving them six cards all the same single variable, (example 6 hearts) and through that mechanism be the last one standing.

1. Play: Draw one card from the draw pile, (the computer automatically does this on your turn) and then play one of your two down cards on someone's up card. (To make a play on the computerized version, first click on the the one of the 2 card on the bottom you wish to play, then click the location you want to lay it on. If it's illegal, meaning none of the 3 variables match, the CPU ref won't allow it. Otherwise it's legal.) If no play is available or desired, discard to the center. (To discard a card online, double-click one of the 2 cards on the bottom.) In a physical game, the discard pile is public knowledge, therefore faced up, however the computer game treats it as a face down card that's secret to your opponents.

2 Changing cards: To change anyone's cards, self, partner, temporary ally, or opponent, you must match one of the three variables. Because of people getting eliminated without a chance to play by getting Six Suits off the draw, a "free time" was instituted, where for two complete turns around the table, you are only allowed to help yourself. If playing with more than 2 players, you can choose to play on a partner, temporary ally, or opponent, however the person whose card you change has the right to veto the card and/or placement on your side, whether it be a partner, temporary ally, or opponent. If you have a Six Suit, this is your chance to play defensively and get into the game. James Ranson added that to the online game, along with enforcement of the rule against the CPU, making it harder to beat a CPU. Also in the CPU game, you can't tell whether your turn is first or not. The Bots keeps taking their first turns in a tenth of a second before your first play. There may also be a slight error as to when this free time is over, but I'm not not sure.

3. Wilds: Blacks, Blobs and Question Marks are only wild in the following sense, the always bring the person who holds it closer to elimination. 5 wilds, or less wilds and a match of the same type of variable (colors for example) will eliminate that person. (for example, 4 blacks and 2 reds eliminates someone or 2 ?'s and 4 1's)

4. Wilds must be matched naturally. (If you wish to change color and suit of a card with a ? on it, you must match the ?, not the number it currently represents.) It works both ways. natural cards must be matched with a natural, not on a wild that currently represents the card you're playing. But remember, the other 2 variables can be different, and by the makeup of the deck, one must be different.

5. When a person has 6 of the same number, color, or suit, with blacks, blobs, and question marks always counting as whatever brings them closer to elimination, and can change as the situations and count as long as they're exposed, that person is eliminated. When a person is eliminated, he/she puts all their cards in the center garbage pile. Online, information will be displayed on opponents’ eliminations in the dialog box.

6. Temporary alliances are possible with 3 or more teams/individuals and usually encouraged. Whether these treaties are enforceable or not are up to local rules. If they are enforceable, all negotiations must be made in the open. Penalty for reneging is loss of game unless it can be proven that a third party made the alliance unfulfillable. (example: someone changes a card you needed to hurt/help someone.) Note the computer neither understands nor proposes temporary alliances nor does the CPU Ref enforce the above rule between humans.

7. If the draw pile runs out, the dealer take all the cards underneath the top card on each up-pile and every card in the center garbage pile, and shuffle them to recycle the draw pile. Note the computerized version, there is no signal to indicate that the deck is being recycled, but is done so automatically.

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