CARDAVIA
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Table

Full rules

4 players · You partner the opposite AI · Level-based match

Work with your partner to shed a two-pack hand. Use the Heart level cards as wildcards, finish first, and climb levels according to your partner’s place.

  1. Objective

    • Partner with the player opposite. Finishing places are first through fourth; the first finisher’s team wins. That team advances 3, 2 or 1 levels if the partner finishes second, third or fourth.
    • Both teams start at 2 and retain separate levels. The next deal uses the previous winners’ promoted level, capped at Ace. To win the match, a team already at Ace must finish first with its partner not last in a deal played at Ace.
  2. Setup

    • Use two complete packs, each with a Red Joker (big joker) and Black Joker (small joker): 108 cards, 27 per player. The current level determines the level rank, starting at 2. Hearts of that rank can act as wild cards. The first leader is chosen randomly. Later leaders follow the tribute rules.
  3. Tribute and return

    • In later deals, last place gives first place their strongest card excluding heart-level wild cards. If partners finished first and second, both opponents pay tribute: the higher tribute goes to first place. Equal tributes are assigned in turn order starting after first place.
    • If the tribute payer or payers jointly hold both Red Jokers, tribute is cancelled and first place leads. Otherwise each recipient returns one non-wild card ranked 2–10. If none exists, return a lowest-strength card. The player receiving first place’s return leads. Tribute is automatic. Return cards require confirmation.
  4. Playing a turn

    • Turns run counterclockwise. Leaders must play. Followers may pass. Once all other active players pass, the last player leads again. Finished players are skipped. If the last player has finished, their partner takes the lead, or the next active player if the partner has also finished.
    • For singles and matching-rank groups: Red Joker > Black Joker > level rank > A > K > … > 2. Suits have no order. Ordinary responses require the same shape and size with a higher main rank.
  5. Combinations and wild cards

    • Supported shapes are singles, pairs, triples, full houses, exactly five-card straights, exactly three consecutive pairs, exactly two consecutive triples, and bombs. A full house may use two identical Jokers as its pair, never mixed Jokers. Triple-plus-single and winged airplanes are excluded.
    • Sequences use natural ranks, without promoting the level rank. Ace can be low or high but cannot wrap around. Heart-level cards can represent any ordinary card, never a Joker. A single wild card retains its level rank. Choose the intended interpretation before confirming an ambiguous play.
    • Bombs contain at least four equal ranks. Compare size before rank. A five-card straight flush beats four- and five-card bombs but loses to bombs of six or more. Two Red Jokers and two Black Jokers form the Four-Joker bomb, the highest combination.
  6. Scoring and ending

    • When the third player finishes, the remaining player is last. Advance levels according to the first finisher’s partner’s place. Bombs score no extra points. Next deal continues the match. Restarting the match resets both teams to level 2.