Card Mode

Game Introduction

Number of Players: 4.

Health Points: Each player starts with 3 health points; eliminated when health points reach zero.

Winning Condition: Defeat all opponents to become the last survivor.

 

Number of Players:

1. Preparation Phase

At the start of each round, the system randomly selects one suit from Hearts, Spades, and Royal as the "True Suit" for the round.

The system deals cards from a special deck of 20 cards (6 Hearts, 6 Spades, 6 Royal, and 2 Wild Cards).

After dealing, each player receives 5 hole cards.

You can check your hole cards at any time.

 

2. Card Play & Challenge Cycle

The game proceeds clockwise, and each player’s turn follows this process:

Choose an action against the previous player’s move (13-second timer):

First 3 seconds: Option to "Strong Challenge" (penalty effect doubled).

Next 10 seconds: Option to "Normal Challenge".

Default option: "No Challenge".

If "Challenge" is selected:

The system will verify the cards played by the previous player.

 

Turn Time:

Before each round starts, all players must secretly choose to increase "Survival Probability" (Balloon) or "Death Probability" (Bomb).

Players’ choices collectively affect the ratio of Balloons to Bombs on the round’s wheel, determining the survival probability during penalties.

 

Penalty Determination:


Balloon
Safe, with no deduction of health points.

 


Bomb
Deduct 1 point of health.

 

Strong Challenge Effect: If you choose Strong Challenge, the penalty result will be doubled!


Balloon
Deduct 1 point of health.

 


Bomb
Deduct 2 points of health.

 

Game Objective:

Wild Cards: The Big and Small Jokers can be played as any True Suit.

 


King of Hearts


King of Spades 

 

Round Start: The next round is initiated by the penalized player (loser) of the previous round; if they have been eliminated, the winner of the previous round starts.

All Cards Played: If you play all your hole cards without being challenged, you enter "Spectator Mode" for the rest of the round until the next round begins.

Mandatory Strong Challenge: When only 2 players remain and one has 0 hole cards, the other player must challenge their move!

 

Sifter Mode

Game Introduction

Number of Players: 4.

Health Points: Each player starts with 3 health points; eliminated when health points reach zero.

Winning Condition: Defeat all opponents to become the last survivor.

 

Number of Players:

1. Preparation Phase

At the start of each round, all players shake their 5 dice simultaneously.

 

2. Bid & Challenge Cycle

Starting from Player 1, the game proceeds clockwise:

Bidding Phase (10-second timer):

You need to announce a combination of dice rolls in the format: "X of Y" (e.g., "4 of 3").

Core Rule: Your bid must be higher than the previous player’s in either quantity (X) or face value (Y).

Example: If the previous player bids "3 of 4", you can bid "4 of 4" (higher quantity) or "3 of 5" (higher face value), but not "3 of 3" or "2 of 6".

Special Rule: A roll of "1" is a Wild Dice and can count as any face value.

 


Universal Sifter

 

Challenge Phase:

If you believe the previous player’s bid is impossible (total number of the claimed face value across all dice is insufficient), click "Challenge".

Once challenged, all players reveal their dice immediately. Count the total number of dice (including all rolls of "1") that match the claimed face value (Y) across all players.

 

Determination:

Challenge Failed: If the total number ≥ the bid quantity (X), the challenger loses and receives a penalty.

Challenge Succeeded: If the total number < the bid quantity (X), the challenged player (previous player) loses and receives a penalty.

Penalties are determined via the "Survival Wheel" (same rules as Poker Mode).

 

Turn Time:

Before each round starts, all players must secretly choose to increase "Survival Probability" (Balloon) or "Death Probability" (Bomb).

Players’ choices collectively affect the ratio of Balloons to Bombs on the round’s wheel, determining the survival probability during penalties.

 

Penalty Determination:


Balloon

Safe, with no deduction of health points.

 


Bomb
Deduct 1 point of health.

 

Strong Challenge Effect: If you choose Strong Challenge, the penalty result will be doubled!


Balloon
Deduct 1 point of health.

 


Bomb
Deduct 2 points of health.

 

Game Objective:

Auto-Challenge: If a player bids a combination that cannot be exceeded under current conditions (e.g., maximum quantity reached), the next player will trigger an automatic challenge.

Mandatory Continuation: Bidding must continue as long as no one challenges.

Round Start: The next round’s bidding is initiated by the penalized player (loser) of the previous round; if they have been eliminated, the winner starts.