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Suburban Five & Ten |
Three Great Games in One, TRIPOLEY combines
the challenge, suspense and fun of Hearts, Poker and Michigan
Rummy into a thrilling, friendly Game of Chance for Home Play.
For 2 to 9 Players Adult and Teen Age.
RULES
TRIPOLEY is played by any
number up to nine (four to seven make the best game)..Chips should
be equally distributed to all Players. A-deck of regular Playing
Cards is used.
TO BEGIN THE GAME: Each Player places a Chip on each of the nine
Sections on the Tripoley Layout (ie., A, K, Q. J. 10, K-Q, 8-9-10,
Kitty and Pot). Deal all the Cards one at a time to each Player
(including an extra or "dead" hand, which is not used).
It makes no difference if some Players have one more Card than
others.
1. PAY CARDS: The Player who finds among his HEART Cards the Ace,
King, Queen, Jack or Ten, takes the Chips from the corresponding
Section (i.e., if you are dealt the Jack of Hearts, take all Chips
in the Jack Section). If a Player holds the King and Queen of
Hearts, he not only gets the Chips in each of these Sections,
but also the Chips in the King-Queen Section. When a Pay Card
is in the "dead" hand, the Chips in that Section cannot
be claimed. A Player holding the 8-9-10 of ANY suit (i.e., 8-9-10
Spades) takes the Chips from that Section. The King-Queen and
8-9-10 sequences are not often held, hence a large pile of Chips
often accumulates on these Sections. Any Player not claiming his
Pay Card winnings before The Poker hand starts, automatically
loses his right and the Chips remain for the next hand.
2. POKER: Each Player-then uses his five best Cards to make his
strongest Poker hand. Put the remaining Cards to one side, but
do not discard; you will need them later. The Dealer starts the
betting, depending on the value of his hand. He can bet, check
or pass. All bets and raises are placed in the Pot and the best
hand wins all the Chips therein.*
3. MICHIGAN RUMMY: Players then take up the Cards laid aside.
The Dealer starts by laying down in front of him, face up, the
LOWEST Card in his hand, and calling it by name. The Player who
holds the next highest consecutive card in the same Suit places
it in front of him, etc., until the ACE of the Suit originally
opened is reached or, because of holding in the "dead"
hand, a STOP is reached. That Player must CHANGE Suits, playing
the LOWEST Card in any of the other Suits in his hand. Should
he he unable to Change Suits, the Player to his left starts. The
first to discard all of his Cards wins the Chips in the Kitty.
The remaining Players pay the winner one Chip for each Card left
in their hands.
The Deal then passes to the left. The Cards are reshuffled and
Players ante again to each of the nine Sections, regardless of
whether or not the Chips therein were gained on the previous hand.
[a] To determine the Suit of the Pay
Cards -Players in turn, starting with the Dealer, call out the
number of Chips they will pay for the privilege of naming the
Pay Card Suit. The call continues until all the Players refuse
to increase the offer of the last Caller.
[b] The successful Caller places the number of Chips he has
offered to pay on top of one of the Suit symbols in the Kitty,
and announces "All Pay Cards are Spades" (Hearts, Diamonds,
or Clubs).
[c] Play then goes on exactly as usual. Players collect on
their Pay Cards during the play of the Michigan-Rummy. (See variation
#2)
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