Rules overview
Tricky Tactics 2P Automa Rules
Executive Preview
Uses 3P deal with two humans and one automa. Ranks for tricks are A high, then 10 down to 2. K, Q, J are map Locations only. Reveal happens only on the automa’s turn. Follow checks only the two revealed cards. Lead always plays the higher of the two revealed cards. Actions: Add first if possible, otherwise Remove. Ties resolve K, then Q, then J; if still tied between players, choose the next clockwise from the automa.
Components
- Player decks for tricks use ranks A, 10, 9, 8, 7, 6, 5, 4, 3, 2 in four suits.
- Automa deck of 16 cards built as a normal player deck.
- Cubes and markers equal to a human player.
- Board Locations are K, Q, J per suit. These are map areas only.
Setup
- Play as a 3P game with two human players and one automa.
- Deal as for 3P: each human receives 12 cards; the automa receives 16.
- Do not reveal any automa cards during deal or between turns.
- Give the automa a normal cube supply.
Objective
Play the standard game flow with the automa occupying the third seat. It contests tricks and resolves the post-trick Action using deterministic priorities.
Core Concepts and Terms
- Reveal Row: the two face-up automa cards available when it must play.
- Carryover: after the automa plays, the unplayed revealed card remains public for its next turn.
- Revealed-only follow: suit obligation is checked only against the two currently revealed cards.
- Location tie order: K, then Q, then J.
- Player tie for Remove: next player clockwise from the automa.
Turn Structure
Follow base timing. When the automa must contribute to a trick, use Automa Play. If the automa wins the trick, resolve Automa Action Priority. All other rules stay unchanged.
Automa Play
Reveal timing
- The automa reveals cards only when it is about to play.
- On its first play of the hand, reveal the top two cards to form the Reveal Row [Left, Right].
- After it plays one card, slide the unplayed card to Left and immediately reveal one new card to Right.
- Between its turns, only the carryover card remains public.
Rank order for tricks
- Highest to lowest: A, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Following a lead
- If at least one revealed card matches the led suit, the automa must play a matching card.
- If both match, play the higher value in that suit.
- If one matches, play that card.
- If neither revealed card matches the led suit, play the higher value of the two revealed cards.
Leading a trick
- When leading, reveal as needed, then play the higher value of the two revealed cards.
Actions
When the automa wins a trick, it performs exactly one in-suit Action.
Add first
- If the automa has cubes in supply, it must Add.
- Target selection, in order:
- Any empty area of the matching suit’s Location.
- Otherwise the Location area with the most total cubes.
- Ties: K, then Q, then J.
Remove if Add not possible
- If the automa has no cubes in supply, it must Remove.
- Target selection, in order:
- The Location with the largest total cube count.
- Within that Location, remove from the opponent with the most cubes there.
- Ties: K, then Q, then J.
- If still tied between opponents, remove from the next player clockwise from the automa.
Impossible actions
- If the required Action has no legal target, skip it with no substitution.
Scoring
Score the automa exactly as a standard player. All cubes, claims, and area effects apply normally.
End of Round or End of Game or Ties
Use the base rules. If a choice is required on the automa’s behalf during any timing window, apply the same target ladders and tie rules above.
Information Limits
- Human players may not inspect unrevealed automa cards.
- All automa decisions derive only from its two revealed cards and public game state.
Examples
- Follow with one match: Led suit Hearts; Reveal Row [9♣, A♥] → plays A♥.
- No match: Led suit Clubs; Reveal Row [10♦, 8♥] → plays 10♦.
- Add target: Wins a Spades trick with cubes in supply. If K-Spades is empty, Add there; otherwise choose the Spades Location with the most cubes, ties K → Q → J.
- Remove target: No cubes in supply. Hearts totals: K=5, Q=5, J=3. Remove at Q-Hearts; if players tied there, remove from the next clockwise.
Frequently asked questions
Questions and clarifications
* Must the automa follow suit if a matching card is in its deck but not revealed?
No. Follow is checked only against the two revealed cards.
* Does the automa prefer a suit when leading?
No. It always plays the higher of its two revealed cards.
* Can the automa run out of cards in a standard hand?
No. It plays one card per trick and begins with more cards than a human.
