Quick start
The whole game in one minute
Draw
Take the top card from the face-down deck or the discard pile.
Build
Arrange every card into sets of equal ranks or same-suit runs.
Discard & Tic
Discard one card. When every remaining card belongs to a group, declare “Tic!”
A successful Tic scores zero points for the round. Everyone else receives one final turn, then counts the value of any cards that do not belong to a valid group. After 11 rounds, the lowest total score wins.
The rhythm of the game
Eleven rounds, eleven wild ranks
Each round adds one card to every hand. The rank matching the hand size is wild, and Jokers are always wild.
| Round | Cards | Wild |
|---|---|---|
| 1 | 3 | 3s + Jokers |
| 2 | 4 | 4s + Jokers |
| 3 | 5 | 5s + Jokers |
| 4 | 6 | 6s + Jokers |
| 5 | 7 | 7s + Jokers |
| 6 | 8 | 8s + Jokers |
| 7 | 9 | 9s + Jokers |
| 8 | 10 | 10s + Jokers |
| 9 | 11 | Jacks + Jokers |
| 10 | 12 | Queens + Jokers |
| 11 | 13 | Kings + Jokers |
Taking a turn
Draw one, discard one
- 1.Draw either the unknown top card of the deck or the visible top card of the discard pile.
- 2.Organize your hand into groups. You may discard the card you just picked up.
- 3.Discard exactly one card so your hand returns to its starting size.
- 4.If all cards left in your hand form valid groups, declare “Tic!” and reveal them.
The final turn
After someone declares a valid Tic, every other player receives one last turn to improve their hand before the round is scored.
Building a hand
Valid sets, suited runs, and wild cards
Set of a kind
Three or more cards with the same rank in any suits—for example, 7♥ 7♣ 7♠.
Same-suit run
Three or more consecutive cards in one suit—for example, 10♠ J♠ Q♠.
Wild cards can stand in for any missing card. Aces may be low in A-2-3 or high in Q-K-A, but a run cannot wrap around with K-A-2.
Keep it low
How scoring works
Cards inside valid groups score nothing. Only ungrouped cards count against you. A successful Tic is always zero for that round.
A better first game
Three useful strategy notes
Protect flexible cards
Middle cards can connect more possible runs than cards at the ends of a suit.
Four- and five-card hands are awkward
Those hand sizes cannot be divided into multiple three-card groups, so plan for one longer group.
Do not hoard wild cards blindly
Wild cards are powerful in groups but expensive when left unused at the end of a round.
Questions at the table
Tic and Three Thirteen FAQ
Is Tic the same as tic-tac-toe?
No. Tic is an 11-round rummy-style card game played with standard cards and Jokers. Players form sets and suited runs and try to finish with the lowest total score.
Is Tic also called Three Thirteen or 3–13?
The core structure closely matches the game widely known as Three Thirteen or 3–13: hands grow from three to thirteen cards, the wild rank changes each round, and players make sets and runs. Families often play named house variations.
How many people can play Tic?
This version is designed for two to four players. Use one 54-card deck for two players and two decks for three or four players.
Can an Ace be high or low?
Yes. Aces can complete A-2-3 or Q-K-A, but they cannot wrap around in a run such as K-A-2.
Cards are shuffled
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