Gamehelpfivethreefive
Overview
Five Three Five is a ladder-climbing game. Your goal is to be the first to get rid of all your cards in hand. A round ends when one player runs out of cards, and all other players gain negative points from the cards left in their hands. When any player has reached -20 points or less, the player with the highest points wins!
The game included 65 Weather cards: - Rainy card 1-5 - Cloudy card 7-9 - Sunny card 11-15
Player | Copies of each card | Card Dealt Per Player | Undealt Card (left face-down) |
---|---|---|---|
2 | 4 | 12 x2 (see below) | 4 |
3 | 4 | 13 | 13 |
4 | 4 | 12 | 4 |
5 | 5 | 12 | 5 |
6 | 5 | 10 | 5 |
Gameplay
Beginning from the lead player, players take turns clockwise. On your turn, you must perform 1 of the following 4 actions: Lead, Overwrite, Add, Pass.
1. Lead
The first action of the lead player of each trick must always perform this action.
Plays any one legal meld type, forming the Central Meld.
Legal Meld Types
- Singles: A single card
- Sets: Two or three cards consisting of identical numbers
- Runs: Two or three cards consisting of consecutive numbers
2. Overwrite
Play card(s) that are of the same meld type, equal size, and greater strength than the Central Meld.
- When playing Singles and Sets: 1s are the lowest strength and 15s are the highest.
- When playing Runs: 15s are the lowest strength and 1s are the highest.
Note: If the Central Meld contains 4 cards, players cannot take the Overwrite action and must either Add or Pass.
3. Add
Play one, two, or three cards to the Central Meld, increasing its overall size.
You must make sure after performing an add, the Central Meld must be consecutive numbers or identical numbers.
You cannot add a run to a set or add a set to a run.
4. Pass
If a player cannot or chooses not to play cards, they pass. Once a player passes, they cannot play any more cards to the trick.
End of Trick
A trick goes around the table multiple times. The trick ends immediately and the last player to play card(s) wins the trick and will lead the next trick, once any of the following happens:
- All but one player passes
- All cards of the same number are in the Central Meld
- A run of 5 cards is in the Central Meld
- An 8 is played using the Rule of 8s
Rule of 8s
When one or more 8s are used to Overwrite or Add, the trick ends immediately.
End of Round
As soon as any player runs out of cards, the round ends immediately. Everyone else takes negative points chips equal to the total point value of the cards remaining in their hand.
If End of game condition has not been reached, start the next round. The player with the least points is the lead player for the next round. If there is a tie, the lead player is the player closest to the previous round's lead player, clockwise.
The points given for cards are as follows:
Card | 1 | 2 | 3 | 4 | 5 | 7 | 8 | 9 | 11 | 12 | 13 | 14 | 15 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Points | 3 | 1 | 1 | 1 | 1 | 1 | 5 | 1 | 2 | 2 | 2 | 2 | 3 |
End of Game
If any player reaches -20 or fewer points, the game ends. The player with the highest points is the winner. If there is a tie, the player with the fewest cards left in hand is the winner.
2-player variant
When set up, both players are dealt two separate hands of 12 cards: One 12-card-hand for the first half of the round and one 12-card-hand for the second half.
Room Options
Game length
When a player reaches -20 or -10 points, the game ends.
For a 2-player game length, you may choose 1 round as well.
Extra deal in 3-player
Deal 16 cards per player, instead of 12 cards.
Greater size overwriting
When overwriting the current meld, a meld of greater size may be played as well, ignoring the current meld type.
Permanent Pass
Once a player passes, the player cannot play any more cards during the same trick.