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Triple Triad This is a card game hosted on DKD in which users can buy the cards by earning credits

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Old 08-09-2008, 10:26 PM
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Default The Rules

Optional Rules
In Triple Triad there are several rules which radically change the brute-force nature of the game into something more strategic, and a skilled player can still win a match with the very last move, even when the score is completely stacked against them. Rules also have the potential to turn Triple Triad into a game of chance. Some of them have been expanded and a few have been added over the original. All are designed to work together in any combination.
  • Open: Normally you cannot see what cards are in your opponent's hand. This will make them visible.
  • Blind: Normally you can see all of the cards on the board. This will make cards that you don't control unknown. If you manage to turn one over, it will then become visible to you, and invisible to your opponent.
  • Wrap: Sides touching the walls will wrap around and try to use sides touching the opposite wall.
  • Same: If two or more opponent cards match the values on your card, those opponent cards flip over.
  • Plus: If two or more opponent cards' values match when added to the values on your card, those opponent cards flip over.
  • Minus: If the absolute value of two or more opponent cards' values match when subtracted from the values on your card, those opponent cards flip over.
  • Shell: Any side of your card that isn't touching another card will act as if it is touching an A side, and try to accomplish a Same, Plus, or Minus if applicable, thus making those moves possible with only one other opponent card.
  • Combo: Any cards that you flip over for whatever reason, will act as if they were newly placed and will go on and try to continue flipping over cards that they themselves are touching.
  • Elemental: Some spaces on the board will be marked with an element which corresponds to the element on some of the cards. If you match the elements, all of the values on the card will be increased, otherwise they will decrease (even if the card does not have an element but the space does).
  • Reverse: Now a lower value is needed to flip cards, instead of a higher one.
  • Random: Five cards for each player's hands is selected randomly from all cards in their possession, instead of allowing them to pick manually.
  • Quicksand: If the match ends in a tie, it will restart with the hands of each player consisting of the cards they had in control of at the end of the last round.
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