Home / Rules / Open Face Cards Rules

Open Face Cards Rules

Open Face Cards Rules
Open Face Cards Rules
Open Face Cards Rules

Ⅰ.Introduction

Open Face Cards is played with a deck of cards in four suits, i.e., spades ♠, hearts ♥, clubs ♣and diamonds ♦, with two jokers removed. There are 13 cards (3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, one card each) in each suit to make a total of 52-card deck.

The game is for two or three players.

Each player gets 17 cards from five rounds in a hand (the number of cards in each round: 5, 3, 3, 3, 3), and chooses 13 out of them to make legal combinations and compare them with other players.

Scores will be calculated for each player.

Ⅱ.Basic rules

1.Rules for Card Dealing and Setting

In the first round, each player gets five cards and shall set them in sequential rank on the table as required;

Then each player gets three cards from each of the next four rounds. After the card dealing in each round, each player shall choose two out of the three cards, with one abandoned, and set the two cards on the table as required;

After the five rounds of dealing, each player has 13 cards, which have been set on the table in sequential rank as required. In the process of card dealing and setting, players are not allowed to change the positions of cards on the table after the setting of each round.

2. Playing Rules

Each player shall set their 13 cards into three hands: 3 cards in the front hand, 5 cards in the middle hand, and 5 cards in the back hand; and make the ranking of the three hands meet the rule: front hand <middle hand ≤back hand.

3. Combinations

(1) High Card: five cards of different numbers, unsequential rank, and different suits. In the front hand, it refers to a combination consisting of three cards of different numbers.

Comparison rule: Compare the card of the highest number (top card) first, then the card of the second highest number, and the like. Ranking of numbers from low to high: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A

(2) One Pair: two cards of same numbers plus three cards of different numbers. In the front hand, it refers to a combination consisting of two cards of same numbers plus one single card.

When comparing combinations, the pair with stronger cards counts. If pairs are same, the top card among those left counts. Rules go with those for the comparison between single cards.

(3) Two Pairs: two pairs plus one singe card

When comparing combinations, the pair of higher numbers among the two pairs counts. If same, then compare the other pair. If two pairs are same, then compare the single card.

(4) Three of a Kind: three cards of equal rank plus two cards of different numbers. In the front hand, it refers to a combination consisting of three cards of same rank.

When comparing combinations, the strength of the three cards of equal rank counts. Rules go with those for the comparison between single cards.

(5) Straight: five cards of sequential numbers (the five cards in a straight may have different suits)

When comparing combinations, the top card in a straight counts. The 10-J-Q-K-A is the highest, while A-2-3-4-5 is the lowest. It should be noted that straights just run to 10-J-Q-K-A. For example, J-Q-K-A-2 cannot be a straight. If two or more straights have same numbers, they are considered equal.

(6) Flush: five cards of same suit (the five cards in a flush may have unsequential numbers)

When comparing combinations, the top card in a flush counts; if top cards in two or more flushes have same numbers, then the card of the second highest number counts, and the like. If all the five cards in two flushes have same numbers but different suits, they are considered equal.

(7) Full House: three cards of same numbers plus a pair

When comparing combinations, the strength of three equal cards counts.

(8) Four of a Kind: four cards of same numbers plus a single card

When comparing combinations, the strength of four equal cards counts.

(9) Straight Flush: Five cards of sequential numbers and same suits

When comparing combinations, the strength of top card in each straight flush counts; in case that top cards in two straight flushes have same numbers, the two straight flushes are considered equal.

(10) Royal Flush: 10-J-Q-K-A of same suit

Royal flushes of any suit are considered equal.

4. Strength of Combinations

(1) Strength comparison between combinations consisting of three cards (front hand)

Only High Card, One Pair and Three of a Kind are combinations consisting of three cards.

Rules for comparing same combinations are as described above;

Rules for comparing different combinations are: Three of a Kind >One Pair >High Card

(2) Strength comparison between combinations consisting of five cards (middle hand, back hand)

Rules for comparing the strength of same combinations are as described above;

Rules for comparing the strength of different combinations are: Royal Flush>Straight Flush>Four of a Kind>Full House>Flush>Straight>Three of a Kind>Two Pairs>One Pair>High Card

(3) Strength comparison between combinations consisting of three cards and those consisting of five cards

As the playing rules require the front hand<the middle hand, it is necessary to compare the strength between combinations consisting of three cards and those consisting of five cards. Rules for the strength comparison are consistent with those mentioned above.

5. Strength Comparison and Scoring

Each player shall face up his three hands on the table after setting, and compare the strength of each hand (front hand, middle hand, back hand) with other players.

(1) During the strength comparisons, the winner gets 1 point and the loser gets -1 point at a time. If two hands have the same strength, each party gets 0 point.

(2) If the hands set by a player fail to meet the rules, i.e., front hand <middle hand ≤bank hand, he will be scored basis points of -12 in the round, while each of two other players will get basis points of +6. Then two other players continue the process of strength comparison.

(3) If the hands set by a player meet the rules, with the front hand having a pair of Qs, a pair of Ks, a pair of As or Three of a Kind, then such hands are named a Fan. In addition to the points in each round, the player with a Fan will be scored according to the following rules:

+2 points for the player whose front hand has a pair of Qs, -1 point for each of two other players;

+4 points for the player whose front hand has a pair of Ks, -2 points for each of two other players;

+6 points for the player whose front hand has a pair of As, -3 points for each of two other players;

Notes: A Fan ends only in one hand and does not affect the next hand.

Ⅲ. Process

1. At the start of a round, the staff deals cards in order after the three players are seated and agree to start. Then players take cards, abandon cards and set cards according to process, and shall make sure that all cards are placed in the positions as required on the table.

2. After a hand is over, the staff records the outcome and final scores and, after unanimously approved by the three players, collects the cards for this hand and start a new hand.

3. After a round is over, the staff calculates total scores of the three teams met in the same table in this round. The players shall confirm by signature before leaving, waiting for the next round of competition.

4. In each round of the competition, players shall not leave without any reason.

Ⅳ. Duplicate System

1. Three players of one team will meet six players of the other two at the same time, with seats staggered. In the same hand, players from the three teams meet in three tables. If players A1, A2 and A3 are teammates, the seats for players in the three tables are: A1, B1, C1; B2, C2, A2; and C3, A3, B3.

2. In the same hand of the same round, same hands are distributed in each round to ensure that the hands distributed to the same team in the same position of the three tables are the same, thereby eliminating the influence of different hands on the results. Investigating different approaches of different players on the same hand will reflect the diversification of the game and technical differences of players.

Ⅴ. Penalty Explanation

1. During the competition, only passing the information of the card itself during the normal playing processing is allowed. It is not allowed to pass the information through language, gestures, movements, eyes and other ways to exchange the hand situation between teammates. Players can take advantage of other information from the opponents, but the intention to mislead the opponents for deliberately sending the wrong message is not allowed. The chief referee has the right to disqualify the player who committed serious violations.

2. Players are not allowed to change their cards after placed them on the table or abandoned. The referee has the right to give a warning or an immediate ruling that the illegal player failed to set his hands according to rules (basis points of -12).

3. After a hand, no discussion or controversy is allowed. If there is any question, please indicate the judgment of the referee.

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved

Privacy Policy

Terms of Service

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved

Privacy Policy

Terms of Service

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved

Privacy Policy

Terms of Service