RULEBOOK: GAME OF ROWS

BASIC RULES

Introduction

Game of Rows is a strategic card game for 2-4 players blending the timeless charm of classics with its own unique mechanics.

The objective is to build horizontal numeric sequences of 2-10 using the number cards of a standard poker deck while strategically managing special cards – Jacks, Queens, Kings, Aces and Jokers – to outmanoeuvre the opponents.

With two gameplay formats and customizable rules, Game of Rows lets players adjust the game’s level of complexity, pace and interaction, making it perfect for everyone – from casual beginners to seasoned strategists.

The game has two gameplay formats:

  1. Straight: Numeric sequences are formed in any suit.
  2. Straight Flush: Numeric sequences are formed in the same suit.

The first player to run out of cards wins.

Game Setup

    Deck

    Standard poker deck (54 cards) consisting of:

    • Number cards (2-10): Nine (9) units in four (4) suits
    • Special cards: Eighteen (18) units
      • Faces: (Jacks, Queens, Kings): Three (3) units in four (4) suits
      • Aces: One (1) unit in four (4) suits
      • Jokers: Two (2) units

    Special card functions:

    • Black face cards and Aces (Clubs, Spades) are blocker cards.
      • Aces are the highest blocker cards.
    • Red face cards and Aces (Diamonds, Hearts) are unblocker cards.
      • Aces are the highest unblocker cards.
    • Jokers substitute for any number cards (2-10) as follows:
      • Jokers can be placed in the valid empty positions on the board.
      • Only the corresponding number card can be placed on top of a Joker.
      • Jokers cannot be used for blocking or unblocking.

    Board

    • A shared play area where sequences are built horizontally as rows.
    • The sequences are always from 2-10.

      Players

      • 2-4 players each with a hand of five (5) cards. 
      • The hand is replenished from the draw deck at the end of turn until there are no cards left.

      Gameplay

      Starting the Game

      • Agree on the gameplay format (Straight or Straight Flush).
      • Shuffle the deck thoroughly.
      • Distribute five (5) cards for each player, the remaining cards form the draw deck.
      • One player starts the round after which the other player(s) take their turn(s).
      • The corner cards (2 and 10) must be placed first to the board.
      • Once the corner cards (2 and 10) are in place, numeric sequences are formed by placing number cards next to the existing cards without gaps.
      • Sequences can progress in both directions (2-10 and 10-2) simultaneously.
      • Blocker cards may be placed instead of the number cards or on top of the unblocker cards to stop the sequences from extending until unblocked.
      • Unblocker cards may only be placed on top of the blocker cards to allow the sequences to be extended.

      Player Actions

      On their turn, the player must play:

      • Their valid number cards and Jokers as the corner cards (2 and 10) and/or
      • Extend sequences (from 3 to 9).

      If no such actions are valid, the player must draw one (1) penalty card from the draw deck (until there are no cards left).

      Additionally, the player may play any number of the following two (2) actions:

        1. Block Sequence

        • Use a black face card or an Ace (Clubs, Spades) to block sequences.
        • The blocker cards can be placed:
          • Instead of the number cards on their valid empty positions.
          • On top of the unblocker cards, in which case they must match or exceed the value of the unblocker cards.
        • The blocker cards cannot be placed:
          • On top of the number cards, Jokers or other blocker cards already placed on the board.

        2. Unblock Sequence

        • Use a red face card or an Ace (Diamond, Hearts) to unblock sequences.
        • The unblocker cards can be placed:
          • On top of the blocker cards, in which case they must match or exceed the value of the blocker cards.
        • The unblocker cards cannot be placed:
          • Instead of the number cards.
          • On top of the number cards, Jokers or other unblocker cards already placed on the board.

        Once a sequence has been fully completed from 2-10, the cards are removed from the board.

        End of Turn

        The player’s turn ends immediately, when:

        • The player has played their valid cards and replenished their hand to five (5) cards from the draw deck (until there are no cards left), or
        • If no actions are valid with the player’s hand, the player has drawn one (1) penalty card from the draw deck (until there are not cards left).

        The drawn card(s) cannot be played during the same turn. Skipping with valid number cards in hand is not permitted with the basic rules.

        Blocking & Unblocking

        • The blocker and unblocker cards are placed on top of each other on the table wherein the top most card demonstrates the latest status.
        • Once unblocked, a sequence can be extended by placing a corresponding number card or a Joker on top of the unblocker card.
        • The blocker cards can only be placed next to the valid number cards and/or Jokers or on top of the unblocker cards.   

        Jokers

        • If a number card is substituted with a Joker, it can be played on top of the Joker until the sequence is removed from the board.  
        • Once the sequence is fully completed, the substituted card may still be playable in another sequence, depending on the gameplay format.

        Winning the Game

        The game continues until:

        1. One player runs out of cards, who becomes the winner.
        2. If all sequences are completed without a winner, the player with the least cards in hand wins.
        3. In case of a tie, the player with the best hand (based on poker rankings) wins.

        If the winner has been declared without all sequences being completed, the rest of the players can continue the game to determine the next positions.

        RULE ADJUSTMENTS

        Introduction

        The following three (3) rule adjustments can be used modify the level of complexity, pace and interaction of the game. The rule adjustments can be taken into use individually or as a combination which creates the ultimate game mode "Mayhem". 

        1.) Skipping

        Rule adjustments

        Introduce a rule wherein the players can choose to skip their turn whether or not they have valid number cards in hand.

        In case the player chooses to skip their turn, the player needs to draw two (2) penalty cards from the draw deck (until there are no cards left).

        Recommendations

        Best for intermediate players who are familiar with the basic rules.

        This rule adjustment adds an extra layer of cards management into the game by encouraging the players to manage their play tactically and strategically.

        2.) Bluffing

        Rule adjustments

        Introduce a rule wherein, in addition to any valid cards, the player can choose to play up to five (5) cards facing down (valid and/or invalid cards).

        In case the player chooses to play any cards facing down, the other player(s) can call out the player for bluffing against a penalty.

        If the player is called out, the face-down cards are reversed on the board.

        If the player is not called out, the face-down cards are not reversed on the board and are assumed as played correctly.

        Penalties

        In case the player is called out bluffing correctly:

        • The player needs to replenish their hand to five (5) cards, and
        • The player needs to take back their face-down cards (valid and/or invalid) placed on the board, and
        • The player needs to draw an equal number of penalty cards to the number of face-down cards played from the draw deck (until there are no cards left).

        In case the player is called out bluffing incorrectly:

        • The face-down cards remain in their valid positions on the board.
        • The player that called out needs to draw an equal number of penalty cards to the number of face-down cards played from the draw deck (until there are no cards left).

        In case the player is not called out for bluffing:

        • The face-down cards remain unreversed in their positions on the board and are assumed as played correctly.
        • No penalties are distributed.

        Draw deck

        • If there are not enough penalty cards in the draw deck, the penalized player is distributed as many penalty cards as possible.
        • When the draw deck has completely run out, the penalized player is removed from the game and their remaining cards are placed at the bottom of the draw deck until the game is over. 

        Recommendations

        Best for experienced players who are fluent with the basic rules. 

        This rule adjustment adds another layer of competition and social dynamics into the game by encouraging the players to also read other players’ behaviours and manage their risks and rewards effectively.

        3.) Mayhem

        Rule adjustments

        Introduce a rule wherein, in addition to the previous rule adjustments of Skipping and Bluffing, the blocker and unblocker cards can also be played in place of the corner cards (2 and 10) and to block or unblock sequences that only have either of the corder cards (2 and 10) placed on the board.

        Recommendations

        Best for advanced players who are fluent with the basic rules and the rule adjustments.

        This ultimate mode enables the players to experience the full spectrum of strategic, tactical and psychological layers of the game.