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Ascending row overflow: rules and printable materials

Reveal numbered cards together, append each to the closest lower row, and avoid collecting an overflowing row.

Players
3–4
Plan for
15–25 minutes
Bring
Cards 1–24, four starter rows and score sheet

Deal a complete small deck

Use exactly twenty-four cards, one each numbered 1 to 24, with identical backs. Shuffle and deal five cards to each of three or four players. Place four more cards face up as four separate starter rows; leave undealt cards aside without looking. Every card is worth one penalty point. Each row can hold at most four cards before an overflow is resolved.

Choose then reveal

Each player chooses one hand card face down. Reveal together and resolve the selected cards in increasing numerical order, regardless of seating order. Do not choose a replacement after seeing another reveal. For a card, compare the current last card of all four rows. Append to the row whose end is the greatest number strictly below your card. Recompute after every resolved card.

Collect only on defined cases

If no row ends below your card, choose one row, collect all its cards as penalties and start that row with your played card. If the chosen lower row already has four cards, collect those four and start it with your card instead of adding a fifth. You may not choose a different eligible row to avoid overflow. Collected cards leave play and never return to a hand.

Walk through the example

Suppose row ends are 3,8,14,20, and revealed cards are 7,15,18. Seven goes after three. Fifteen goes after fourteen. Eighteen then follows fifteen, not fourteen, because the current row end changed. If that row contained four cards before eighteen arrived, its player collects them and eighteen becomes the new single-card row. Use the separate practice sheet to check row length as well as the end value.

End after five reveals

Each deal lasts five simultaneous reveals, exhausting every hand. Count collected cards; fewer penalty points is better and equal scores tie. Starter rows left on the table do not count against anyone. If comparing two deals, reshuffle all twenty-four cards, rotate the dealer and add the two penalties. Players may use a card holder or dictate a choice privately to a neutral helper; do not expose a hand as an accommodation.

Printable materials

Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.

Deck 1–24 · identical backs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

Every card worth one penalty. 3–4 players: five cards each, four row starters, rest aside.

Row rules and five-turn log

Resolve ascending. Use greatest current row end below card. No lower end: choose and collect a row. Fifth card: collect four, played card restarts row.

RevealCards in orderCollected per player
________________________
________________________
________________________
________________________
________________________

After five reveals count collected cards only. Fewer wins; ties shared.

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