Difficulty: Medium
Players: 2–6
Age: 10+
Time: About 5–30 minutes per round
Scoring: No
Style: Turn-based, shedding card game
Before You Play
For this game, you need to understand the sequence relationships between TIC cards.
Each of the three properties has an ordered progression:
Numbers
1 – 2 – 3 – 4 – 5
Shapes
circle – crescent – triangle – square – star (each increasing in the number of sides by one)
Colours
violet – cyan – yellow – orange – red (moving across the rainbow)
A property changes by one increment when it moves one step higher or lower in its sequence.
For example:
- 3 to 4 changes by one increment.
- square to triangle changes by one increment.
- cyan to yellow changes by one increment.
The three sequence relationships used in this game are:
Mono: One property changes by exactly one increment.
Duo: Two properties change by exactly one increment.
Tripo: All three properties change by exactly one increment.
Properties can move either up or down independently. For example, the number could increase while the shape decreases.
For a Mono or Duo, any property that is not changing by one increment can be anything. It may stay the same or change by more than one increment.
Refer to the back of any TIC card during a game for help with the shape and colour sequences.
Objective
Be the first player to get rid of all your cards.
Setup
Deal 10 cards to each player.
For younger players or larger groups, you can deal fewer cards, but we recommend at least 6 cards each. For a longer game, try dealing up to 14 cards each.
Place the remaining deck face-down in the centre of the table. Flip the top card face-up beside it to start the shedding or discard pile.
How to Play
The player to the left of the dealer goes first. Play continues clockwise.
On your turn, compare the cards in your hand with the top card of the discard pile.
If You Play a Mono
You may play a card if one property changes by exactly one increment from the top card of the discard pile.
The other two properties can be anything.
After playing a Mono, your turn ends.
If You Play a Duo
You may play a card if two properties change by exactly one increment from the top card of the discard pile.
The remaining property can be anything.
After playing a Duo, you immediately get to play again.
If your next card is also a Duo, you may play again. You can continue playing for as long as you keep making Duos.
You may finish your sequence of plays by playing a Mono, but once you play a Mono, your turn ends.
If you play a Duo and cannot make another legal play, you must draw 1 card from the deck.
If You Play a Tripo
A Tripo occurs when all three properties change by exactly one increment from the top card of the discard pile.
When you play a Tripo, the next player must draw 3 cards from the deck.
Your turn then ends.
Example
Suppose the top card of the discard pile is:
4-square-cyan
A card could make a Mono if exactly one property changes by one increment.
For example:
3-circle-red
The number changes from 4 to 3 by one increment. The shape and colour can change by any amount.
A card could make a Duo if two properties change by one increment.
For example:
3-star-red
The number changes from 4 to 3, and the shape changes from square to star. The colour is unrestricted.
A card could make a Tripo if all three properties change by one increment.
For example:
3-star-yellow
The number changes from 4 to 3, the shape changes from square to star, and the colour changes from cyan to yellow.
If You Cannot Play
If you have no card that can be played, draw 1 card from the deck.
If the card you draw can be played, play it immediately:
- If it makes a Mono, your turn ends.
- If it makes a Duo, you may continue playing.
- If it makes a Tripo, the next player draws 3 cards and your turn ends.
If the card you draw cannot be played, keep it and your turn ends.
This rule also applies whenever you become stuck after playing one or more Duos.
Ends of the Sequences
The sequences do not wrap around.
If a property is already at its lowest value, it can only move upward by one increment:
- 1 can only move to 2.
- circle can only move to crescent.
- violet can only move to cyan.
If a property is already at its highest value, it can only move downward by one increment:
- 5 can only move to 4.
- star can only move to square.
- red can only move to orange.
Going Out
To win, you must legally play your final card to the centre shedding pile.
Your final card may be:
- a Tripo,
- a Duo, or
- a Mono played after one or more Duos during the same turn.
You cannot win by starting your turn with one card and playing it as a Mono.
If your only remaining card makes a Mono but not a Duo or Tripo, you must keep it and draw a card instead.
The first player to legally play their final card wins the round.
Strategy Tip
Cards near the ends of the sequences can limit the next player’s options.
For example, properties on 1-circle-violet can only move upward, while properties on 5-star-red can only move downward.
Also think carefully before choosing between a Mono, Duo and Tripo. A Mono safely ends your turn, a Duo lets you continue playing but may force you to draw if you become stuck, and a Tripo gives the next player a 3-card penalty but immediately ends your turn.
Optional Rule
Tripo Around the Table
Instead of having only the next player draw 3 cards after a Tripo, have every opponent player draw 3 cards.
The player who played the Tripo still ends their turn normally.
