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Polyester
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Polyester

Bot · Bridge Moment · Cards · Speed · Strategy · Card Games · Printed Games

Push-your-luck fashion Greed — 6 or 9 cards, fabric or illustrated deck, lock combos or bust in cheap polyester.

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How to play

Goal

Bank 5,000 before anyone else. Push your luck — or bust and lose the unbanked pot (banked score stays).

House rules pick the hand size and deck. Defaults are 9 Cards and Fabric.

9 Cards

Three rows, ranks Ace–9. Rank 1 (Ace) is wild by default (More options can add a second wild).

Difficulty (Easy / Medium / Hard) changes combos and how hard bots play:

  • Easy — pairs score 100. Sets 3+ = 300, +300 each extra. Runs of 3+ (150 + 50 per extra). Flush of 4+.
  • Medium — no pairs. Sets need 3+. Runs as Easy. Flush of 5+.
  • Hard — sets of 3+. Runs must be the same fabric. Flush of 6+. Mixed-suit runs do not score.

Flush depends on the deck:

  • Illustrated — all the same fabric (Vinyl, Sequin, Faux, or Mesh).
  • Fabric — all Neon or all Beige (four suits, two colors). Hard runs still need the same fabric.

Same cards don't stack categories; disjoint combos in one lock do add.

6 Cards

Two rows of three, ranks Ace–6, no wilds. Score like Greed — no runs or flushes:

  • A 1 = 100, a 5 = 50 (a single 1 or 5 can lock)
  • Three 1s = 1000; three 2s–6s = 200–600
  • Four / five / six of a kind = 2× / 3× / 4× that three-of-a-kind value
  • Pairs of 2, 3, 4, or 6 do not score

Difficulty only changes how aggressively bots play.

Deck

Illustrated — four fabrics as suits. 9 Cards: Ace–9 × 2 copies (72). 6 Cards: Ace–6 × 2 copies (48).

Fabric — Neon and Beige of each fabric. Names are stacked on the card. Locked cards show a Locked mark and a pink stitch.

Your turn

  1. Select a combo and Lock. Those cards stay held.
  2. Draw replaces leftover unlocked cards (that many, not a fresh hand). You must lock before drawing leftovers.
  3. The new cards must contain a combo or you bust and lose unbanked points.
  4. Bank to add the pot to your score, or keep locking and drawing.

Use the whole hand and those cards clear — Draw 6 or Draw 9. The pot stays (hot dice). You do not auto-bank.

After you bank

If you left cards unlocked — say 500 banked with 2 left — the next player may:

  • Ride the 500 and draw those 2. Bust loses the pot, not already-banked score.
  • Pass and take a fresh hand.

Action cards

Off by default. Turn them on under More options. They are not shuffled into the draw pile.

  • Knockoff if you lead the next-highest score by 2,000 (configurable). Occupies a hand slot and cannot join combos.
  • Reward if you go 3 turns without banking (configurable):
    • VIP Pass — trash a Knockoff and redraw, or redraw a busting fill
    • Loyalty Discount1.5× when you Bank
    • Store Credit — bank half the unbanked pot without ending the turn
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