ThreeFour War

Split-pot war · 3-card & 4-card hands, played high or low
NewSplit-pot game
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How to Play

ThreeFour War is a split-pot war game with two winners. One half of the pot goes to the best 3-card hand and the other to the best 4-card hand β€” but each winner must also beat a hidden dummy hand in the middle, and each group plays for high or low. Hands are scored on total points: Ace = 1 (low) or 11 (high), 10 through King = 10, and every other card its face value.

πŸͺ–Two winners, two dummies. The best 3-card hand and the best 4-card hand each take half β€” but only if they beat the middle's 3-card and 4-card dummy hands.
🎚️Stop at 3 or push to 4. A fourth card commits you to the 4-card half β€” win, or owe half the pot. The offer keeps coming back (high hand first) until nobody takes one, and you can still fold until then.
πŸ“£High or low, as a group. If anyone in a group declares high, the whole group plays for the highest total; otherwise everyone plays low.

A hand, step by step

  1. Ante & deal. Everyone antes. Each player gets one card face-down, and two dummy piles go to the middle β€” one of 4 cards (it will make the best 3-card hand) and one of 6 cards (the best 4-card hand).
  2. Bet, then build to three. A betting round follows the down card. Then players are dealt up-cards one at a time, each followed by a betting round, until everyone has three cards (one down, two up). From the third card on, the dealer deals to the high hand showing first.
  3. Buy a peek (optional). At the end of a round a player may pay to flip one dummy card from either pile β€” $2 for the first bought all game, $3 after (one per round; up to three of the 3-card pile (of four) and four of the 4-card pile (of six) β€” at least one card in each pile always stays hidden). Early on the offer starts left of the dealer (where the deal began); once cards are showing it starts with the high hand. A 3-card player can buy a peek to help decide whether to fold.
  4. The fourth card. With everyone on three cards, the dealer asks the high hand showing β€” then clockwise β€” whether each player wants a fourth. Taking one commits you to the 4-card half (and you're done drawing). If anyone takes a fourth, the offer goes around again for the players still on three (high hand first), repeating until a full pass with no takers. If nobody ever takes one, everyone plays three. Players on three are not committed β€” and may still fold β€” until the offers stop.
  5. Declare. Players call high or low out loud. One high call in a group sends that whole group high.
  6. Showdown. The 3-card players settle against each other and the 3-card dummy for half the pot; the 4-card players do the same against the 4-card dummy for the other half. Best (or lowest) total in the declared direction wins β€” and must beat its dummy.
  7. Match & carry. A won half pays out immediately. Every player who didn't win a half matches half the pot into the middle, any unwon half stays in the pot, and everyone re-antes for another deal. Lose all your money and you're out β€” the last player standing wins.

Card values & scoring

Ace1 when going low, 11 when going high
10 Β· J Β· Q Β· K10 points each
2 – 9face value
Hand valuethe sum of your cards β€” high wants the biggest total, low the smallest
Each dummy makes the best hand it can from its pile (best 3 of 4, best 4 of 6) for whichever direction its group is playing.

Watch a Full Hand β€” step by step

Step through a complete hand. Watch the two halves take shape β€” a 3-card hand and a 4-card hand β€” each racing the dummy pile in the middle. Player 1 (Dana) is β€œyou”; only you can see your own down card until showdown.

Pre-deal
πŸͺ™
Pot $0
Step 1 / 1
🟒 Each seat's tag is its running total (shown low / high when an Ace is in play); a blue tag marks a player who took a fourth card. The two piles in the middle are the dummy hands you must beat β€” a bought peek turns one face-up.

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