The Betting Man

Like the two red sixes, this combo gives you a chance for winning, ending the game on a success, and is unnopable (a true transformation). However, there are high stakes: if you fail, you lose the game. Regardless, this combo will almost always affect the game significantly.

Normal Use

Whenever you have all the jokers in your possession (yes, this does mean all six if there are two decks of cards), you may play the betting man:

  • Play all the jokers and your entire hand onto the pile, such that the jokers are on top. Make it clear that you are playing the betting man.
  • Each player must now roll the dice for their life.
    • Each player (excluding you) should roll the appropriate dice, as per the dice law. In the case of three jokers, this would be 1d20. In the case of six, 2d20.
    • They should then pick this many cards up from the draw pile.
    • As detailed in the rules for picking up cards, if there are no cards left in the draw pile, reshuffle the secondary, and all but the top card of the primary, discard piles to form the new draw pile.
      • Note that this will now contain all of the cards, aside from one joker, that were just in your hand.
    • If still more cards are needed, as per the above rules, the player needing said cards is out of the game.
  • If every player is able to pick up their cards without dying, you lose the game and it continues on without you. Your cards are lost to the pile and you take last place.
  • If a single player dies from this move, you win the game and the game is over. Everyone takes second-last place, aside you, in first place, and the player who got killed by your move, who takes last place.