TRINITY CARD GAME

Total cards 155 

Playcard (Gold Black)

  • 96 cards 

Augments (Gold Green)

  • 66 Different Augments

Game Modes (Gold Pink)

  • 7 Different Game Modes

Rules for 

Phase 1 version

Game Setup

For regular playthrough, only use cards with black and gold back-side design, a total of 96 cards.

  1. Each player starts with 8 cards, face-down.
  2. Place the rest of the cards down, this is now draw pile.
  3. Also turn two cards from draw pile and place them separately on the board, face up. This is now the two playing piles. (See next page for visuals)
  4. To start, whoever plays a card with same number as either of the two cards on the table starts.

After the first player wins the initial start, The other card turns 90 degrees becoming inactive, and the game continues in a clockwise direction.

  • If there were three players from the start, when one player wins and there are two players remaining, the game will enter duel. The player with the lowest card count in their hand after 3 rounds win.

Playing by Suit: The game primarily follows a suit-based rule, meaning players should play a card that matches the suit of the top card on the active play pile.

Playing Multiple Cards: A player is allowed to play multiple cards of the same number simultaneously on their turn.

Actions and Drawing Rules: On their turn, a player can decide to pass, play or draw one card voluntarily from the draw pile and play, even though you have cards to play in advance. Players may only draw one card per turn unless forced to draw more by card effects.

Recommendation: Sort your hand by equal numbers for easier access to combination plays.

Gameplay and flow

Turn Options: At the start of each turn, players may choose to play, draw one card and play, or pass—even if they already have playable cards in hand.

One Card Warning: Players must announce when they have only one card left. If they don't do this before their turn ends, they get punished by drawing 2 cards.

2-End Rule: If your last card is a 2, and you play it, you hand your win over to another player of your choice. Tip: Draw a card of the round and find a way to get rid of the 2.

'9' End Rule: The same scenario applies to this card as for the 2. When played as your final card, you draw 8 new cards. Tip: try to find cards that help you deal with your '9' in hand. However, you can win by playing two '9's as your final play.

0 Effect: When a 0 is played against a player with 3 or fewer cards, that player must draw that many cards back into their hand, as long as they have 3 or fewer cards.

4 Effect: When locking the suit with two 4 locks, this restriction is only removed once that player gets to play again. Meaning if someone skips or reverses the playing direction just before this player is supposed to play, the restriction still holds.

Additionally, other players may play 4, but cannot change the locked suit.

7 Chains: The chain must always be completed before any other action is made. This means that if player A finishes with a 7, and everyone else plays a 7, player A has to draw that many cards and continue playing. (Meaning he did not finish and win)

9 and 4: Can be played on any suits.

Win Conditions: There are multiple ways to win, either by racing to be the first without cards, or using special interactions like collecting and playing all suits of 6 referred to as ‘Exodia’, or eliminating all other players through the duel system and/or the four unique 0 combination.

Furthermore, many new win conditions are plausible with the augments. Have fun and explore these!