Donbriks Triad

Rules & Game Options

Everything you need to master Triple Triad: capture rules, match options, modes and card rarities.

⚑ Quick reference

Rule Effect
Same Captures all pairs of equal values (β‰₯ 2 pairs)
Same Wall Same variant: walls count as A (10)
Plus Captures all pairs whose sums match (β‰₯ 2 pairs)
Plus Wall Plus variant: walls count as A (10)
Broken Wall Toroidal board: edges wrap around
Elemental Element cells: Β±1 on values
Combo Cascading captures after Same/Plus
Sudden Death Extra round on a draw
Random Hand drawn automatically (5 random cards)
Order Cards played left to right
Chaos The card to play is forced each turn
Open Opponent's hand is visible

The Basics

Triple Triad is a card game played on a 3x3 grid. Each player selects 5 cards from their collection. Players take turns placing one card on an empty cell.

Each card has 4 values (Top, Bottom, Left, Right) ranging from 1 to A (10). When you place a card adjacent to an opponent's card, the touching values are compared. If your value is higher, you capture that card (it flips to your color).

After all 9 cells are filled, the player controlling the most cards (board + hand) wins.

Board layout

0
1
2
3
4
5
6
7
8

Cells are numbered 0-8. Adjacent cards compare touching sides.

Capture Rules

Same

When a placed card has 2 or more adjacent cards where the touching values are equal (same number on both sides), all matching enemy cards are captured.

Before

5
5
5 4 6 5

After

5
5
5 4 6 5

Example: You place a card with Top=5, Left=5.

Adjacent card above has Bottom=5, adjacent card left has Right=5.

Both pairs match (5=5, 5=5) -- both enemy cards are captured!

Captured cards by Same can trigger Combo captures (basic value comparison from the flipped cards).

Same Wall Related variant Β· Requires Same

Board edges act as virtual cards with value A (10). When your card touches a wall, if the card's value on that side is A (10), it counts as a matching pair for the Same rule.

Example: You place a card at position 0 (top-left corner).

Your card has Top=A(10). The top edge = A(10) -- wall pair!

Your card has Right=5. Adjacent card at position 1 has Left=5 -- card pair!

2 pairs total -- Same triggers, enemy card captured!

Plus

When a placed card has 2 or more adjacent cards where the sums of the touching values are equal, all matching enemy cards are captured.

Before

3
5
6 7 8 4

After

3
5
6 7 8 4

Example: You place a card with Top=6, Left=4.

Adjacent card above has Bottom=3 -- sum = 6+3 = 9

Adjacent card left has Right=5 -- sum = 4+5 = 9

Both sums equal (9=9) -- both enemy cards are captured!

Also triggers Combo cascading captures.

Plus Wall Related variant Β· Requires Plus

Board edges act as virtual cards with value A (10) for the Plus rule. The sum of your card's value and the wall value (10) counts as a sum pair for Plus.

Example: You place a card at position 0 (top-left corner).

Your card has Top=3. Sum with wall: 3+10 = 13

Your card has Right=6. Adjacent card at position 1 has Left=7. Sum: 6+7 = 13

Both sums equal (13=13) -- Plus triggers, enemy card captured!

Broken Wall

The board becomes toroidal (infinite). The left edge wraps to the right edge, and the top edge wraps to the bottom edge. Every cell has exactly 4 neighbors.

Example: You place a card at position 0 (top-left).

Normal: neighbors are 1 (right) and 3 (bottom).

Broken Wall: neighbors are 2 (left wraps), 1 (right), 6 (top wraps), 3 (bottom).

Your card can now capture across the board edges!

Affects all capture rules (basic, Same, Plus). Note: Same Wall / Plus Wall have no effect with Broken Wall since there are no walls.

Elemental

Some board cells are assigned a random element. When a card is placed on an elemental cell:

5 4 6 3 πŸ”₯
+1
Same element as the card -- +1 to all values
5 4 6 3 πŸ’§
-1
Different element -- -1 to all values
5 4 6 3
No element on the card -- no modifier
πŸ”₯ Fire ❄️ Ice ⚑ Thunder 🌍 Earth πŸ’§ Water πŸŒͺ️ Wind ☠️ Poison ✨ Holy

Values are clamped between 1 and 10. Elemental modifiers affect Same, Plus, and basic captures.

Combo Automatic with Same/Plus

When cards are captured by Same or Plus, each captured card then performs basic capture checks against its own neighbors. This can cascade multiple times, creating chain captures.

Hand Rules

Random

5 cards are randomly selected from each player's collection. The card selection phase is skipped entirely -- the game starts immediately.

Only unlocked cards (not used in another active game) are eligible.

Order

Cards must be played left to right, in the order they appear in your hand. You choose where to place each card, but not which card to play.

A arrow indicates the next card you must play.

Chaos

Each turn, the system randomly picks which card you must play. You only choose where to place it on the board.

A ! mark indicates the forced card. All other cards are greyed out.

Open

Both players can see their opponent's hand face-up. Normally, the opponent's cards are hidden (shown as ? card backs).

This is purely visual -- it adds strategic depth since you can plan around your opponent's cards.

Gameplay Rules

Sudden Death

If the game ends in a draw, a new round begins. Each player keeps the cards they controlled (captured cards stay with the captor). The board is cleared and a new round starts.

  • Maximum 3 rounds
  • After round 3, a draw is definitive
  • The round counter is displayed in the status bar

Trade Rules (Classic mode only)

Trade rules determine what happens to cards after a Classic mode game. In Friendly mode, no cards change hands regardless of the trade rule.

One Default

The winner picks 1 card from the loser's hand. A card picking screen appears where the winner can choose.

Direct

Each player keeps the cards they control on the board at the end of the game. Cards that were captured transfer automatically -- no card picking phase.

You played card A, opponent captured it -- opponent keeps card A.

You captured opponent's card B -- you keep card B.

Difference

The winner picks N cards from the loser, where N equals the score difference.

Score: You 7 -- Opponent 3 -- difference = 4

You pick 4 cards from your opponent's hand!

All

Winner takes all 5 cards from the loser. Automatic transfer -- no card picking phase. High risk, high reward!

Game Modes

Friendly

No cards at stake. Play for fun and earn coins.

  • Win: 10 coins
  • Loss: 2 coins

Classic

Cards are at stake! The trade rule determines what changes hands.

  • Win: 20 coins + opponent's cards
  • Loss: 2 coins + lose cards

Turn Timer

Each turn has a configurable timer. If the timer expires, a random card from your hand is placed on a random empty cell automatically.

30 sec 1 min 1 min 30 2 min 30 5 min

Card Rarities

Common

Values: 1-4

Uncommon

Values: 2-6

Rare

Values: 3-8

Epic

Values: 5-9

Legendary

Values: 7-A

Getting Cards

Starter pack: 20 random cards when you create your account.

Boosters: Buy card packs in the Shop with coins earned from playing.

Classic mode: Win your opponent's cards by winning in Classic mode.

Trading: Trade cards with other players directly.