Party games
Run Fast
Three players, 16 cards each. Heart 3 leads, and a legal overcall is compulsory.
Share a room code and play with friends.
Party games
Three players, 16 cards each. Heart 3 leads, and a legal overcall is compulsory.
Share a room code and play with friends.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
A player left. This game has ended.
48 cards: remove both jokers, three 2 s and spade Ace; keep spade 2. Deal 16 each. Heart 3 must be in the first play. Rank 2>A>K…3. Singles, pairs, triples, triple plus 1/2 cards, straights 5+, pair/triple runs 2+, airplanes with 1/2 wings per triple, four plus 1–3 cards and four-card bombs. Runs exclude 2; wings cannot reuse body ranks. Match type/count and beat body rank; bombs beat ordinary hands. Four-plus-one responding to triple-plus-two continues as triple-plus-two. Overcall if possible. With the next player on one card, singles must be your highest; a free lead must use a multi-card play if available. Two passes reset the lead. A bomb winning the trick earns 5 from each rival. At finish each rival pays remaining cards, zero for one card and double if they never played. JJ play shapes plus Baijindao-style remaining-card scoring. No liability/reverse-spring/early reveal. One deal.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
Original rules ↗