TRIUMPH: A card-arranging strategy game
TRIUMPH: A card-arranging strategy game Rulebook
Table of Contents
Table of Contents
Game Contents
14 Suits x 5 Abilities = 70 Cards
How to Win
Be the first player to line up 3 rows or columns of the same suit.
Setting Up a Game
Deal 9 cards to each player face down. Players arrange their 9 cards into a 3x3 grid in front of them. Once the cards are arranged, turn all 9 cards face up. Players will always have 9 cards in front of them throughout the game. This is each player's Playing Area.
Place the remaining cards face down between the players to form a Draw Pile. The dealer takes the top 3 cards from the Draw Pile and places them face up to form the River. For a 3 player game, place 4 cards in the River, and for a 4 player game, place 5 cards in the River. Certain cards that are played throughout the game will be placed into the River.
The River card next to the Draw Pile is the beginning of the River. The cards in the River will flow into the Trash Pile which is at the end of the River. Cards in the Trash Pile are face down and out of play until there are no more cards in the Draw Pile, at which point, the Trash Pile is shuffled, and a new Draw Pile is formed. Players may not look at the cards in the Trash Pile.
The Layout
The layout diagram shows the following components:
- Player 1 Playing Area and Player 2 Playing Area: each a 3x3 grid of cards.
- Draw Pile: placed beside the River, on the side where the River begins.
- River (1 + Number of Players cards): laid out in a line from the Draw Pile toward the Trash Pile, with River Flow running in that direction.
- Trash Pile (begins with no cards): at the end of the River.
Game Play
Decide who will play first. Each player must complete 1 of the following 5 actions on his or her turn until a player has won the game by lining up 3 rows or columns of the same suit.
On your turn you may...
- Discard: Place any card in your Playing Area to the beginning of the River and draw a new card from the Draw Pile. The last card in the River is placed in the Trash Pile and the drawn card is placed in the empty space in your Playing Area.
- Play a Switch Card from your Playing Area.
- Play a Replace Card from your Playing Area.
- Play a Collect Card from your Playing Area.
- Play a Steal Card from your Playing Area.
The 14 Suits
Each suit is a shape and a colour. The sheet lists them as follows:
| Suit | Shape | Colour |
|---|---|---|
| Black | Circle | Black |
| Red | Diamond | Red |
| Pink | Heart | Pink |
| Dark Grey | Square | Dark Grey |
| Blue | Cross | Blue |
| Light Blue | Droplet | Light Blue |
| Light Grey | Triangle | Light Grey |
| Green | X | Green |
| Light Green |
The 5 Abilities
Each card shows one of 5 abilities: Switch, Collect, Replace, Steal, or Defend.
Switch
- Trade the position of a Switch Card with any other card in your Playing Area.
Collect
- Place the Collect Card at the beginning of the River.
- Move the last 2 cards in the River into the Trash Pile.
- Draw 2 cards from the top of the Draw Pile.
- Place 1 of the drawn cards in the empty space of your Playing Area.
- Place the other card at the beginning of the River.
Replace
- Replace a Replace Card in your Playing Area with any card in the River.
Steal
- Place the Steal Card at the beginning of the River.
- Move the last card in the River into the Trash Pile.
- Take an opponent's card and place it in the space where your Steal Card was positioned.
- Take a card from the top of the Draw Pile and place it in the opponent's vacant space.
Defend
- The Defend ability is always active. An opponent cannot steal a Defend Card or any adjacent cards of the same suit.
Defend Example
Legend: a lock symbol = cannot be stolen.
The example shows a 3x3 grid of cards. The Defend cards carry the lock symbol, as do the cards of the same suit adjacent to them. The bottom row of the example, a purple Switch, a purple Defend and a purple Replace, is marked with the lock symbol on each card and captioned "ROW LOCKED IN!"