Recover the suits stolen from the capybara village!
Pick four suits to challenge the villain. They love card games, so they will accept your duel.
Choose four suits
Select the four suits you'll use for the challenge. Versus mode will start in that order.
suit-1
suit-2
suit-3
suit-4
suit-5
suit-6
suit-7
suit-8
suit-9
suit-10
suit-11
suit-12
suit-13
suit-14
suit-15
suit-16
suit-17
suit-18
suit-19
suit-20
Versus Mode Guide
Scroll the guide below to review rules, scoring, and suit tips without leaving the intro.
Core Flow
  • A run is capped at 60 minutes—watch the timer on the HUD.
  • Each stage contains five rounds. Clear all five to advance to the next stage.
  • Clearing a stage recovers its suit; track progress on the suit board.
  • Winning or tying the fifth round grants an additional 500-point bonus.
  • If you lose on the fifth round the run ends and you restart from Stage 1.
Card Dealing
  • Every stage uses a 52-card deck built from the four active suits.
  • The AI always receives two hole cards.
  • Your hole cards depend on difficulty: Easy 4 / Normal 3 / Hard 2.
  • At round start, five community cards land face-down, then reveal before your cards open sequentially.
  • Showdowns follow Texas Hold’em rules, comparing each side’s best five-card hand.
Replace & Spy
  • Discarding cards spends the stage-wide replace points defined by your hero.
  • At the beginning of every round choose either `Replace +3` or `Spy` from the item bar.
  • `Replace +3` boosts the available replace points for that round by three.
  • `Spy` immediately reveals one unrevealed opponent hole card.
  • Bonus spy charges granted by your hero can be used in addition to the round item.
Card Selection & Submit
  • Click cards to toggle them; related ranks and suits highlight so you can read the board at a glance.
  • While any card is selected the `Submit` button is disabled and `Replace` stays active.
  • Submitting reveals the opponent’s hidden cards and automatically compares best five-card hands.
  • Wins add round score, and winning or tying the fifth round grants a bonus.
Heroes & Suit Board
  • The hero you choose at stage start determines base replace/spy allowances.
  • Clearing a stage fills in its suit on the board and rotates the upcoming active suits.
  • Use the suit board preview to plan when to invest items.
Scoring & Run Management
  • Round scores follow poker hand ranks and accumulate on wins or ties.
  • Stage scores sum the five rounds and roll into your total when the stage ends.
  • Monitor total score and remaining time from the HUD.
  • Quitting or finishing a run auto-saves progress so you can resume later.
Higher tiers demand careful replace and spy management. Watch the suit board, secure key suits, and don’t miss the fifth-round bonuses!
Duel Mode Score Table (Poker)
Win Condition
  • Texas Hold'em: Player starts with 2–4 hole cards by difficulty (easy 4, normal 3, hard 2); AI 2. Combine with 5 community to make the best 5.
  • Compare by ranking. Ties count as success (on Round 5, counts as stage clear).
  • Same ranks are decided by standard poker high-card/kicker rules.
Ranking Priority
Priority follows poker rules. Four of a Kind beats Flush.
Hand
Base
Multiplier
Royal Flush
10-J-Q-K-A in the same suit. Highest possible hand.
100
×10
Straight Flush
Five consecutive ranks all in the same suit. Example: ♥6-♥7-♥8-♥9-♥10.
50
×8
Four of a Kind
Four cards of the same rank + one kicker. Example: 7-7-7-7-9.
40
×6
Full House
Three of a kind plus a pair. Example: K-K-K-4-4.
35
×5
Flush
Five cards of the same suit; ranks don't matter. Example: ♠A-♠J-♠9-♠6-♠3.
30
×4
Straight
Five consecutive ranks; suits don't matter. A can be low or high (A-2-3-4-5, 10-J-Q-K-A). Example: 6-7-8-9-10.
30
×4
Three of a Kind
Three cards of the same rank + two others. Example: J-J-J-8-2.
25
×3
Two Pair
Two different pairs plus one kicker. Example: Q-Q-7-7-A.
20
×2
One Pair
Two cards of the same rank. Example: 9-9-K-7-3.
10
×2
High Card
No matching ranks/suits forming a hand; ranked by highest card. Example: A-K-9-5-2 (any suits).
5
×1
Additional Score Calculation
Royal Flush: sum of 5 cards / Straight Flush: sum of 5 cards / Four of a Kind: quad×4 / Full House: sum of 5 cards / Flush: sum of 5 cards / Straight: sum of 5 cards / Three of a Kind: trip×3 / Two Pair: both pairs×2 (no kicker) / One Pair: pair×2 / High Card: highest card only
Detailed Extra Scoring (by submitted cards)
See the summary below for how extra points are computed per hand.
  • High Card: highest single card
  • One Pair: pair×2
  • Two Pair: both pairs×2
  • Three of a Kind: trip×3
  • Straight: sum of 5 cards
  • Flush: sum of 5 cards
  • Full House: sum of 5 cards
  • Four of a Kind: quad×4
  • Straight Flush: sum of 5 cards
  • Royal Flush: sum of 5 cards
  • A=14, K=13, Q=12, J=11.
  • Example (Straight/Flush): A-K-9-4-3 → 14 + 13 + 9 + 4 + 3 = 43 extra points.
  • Formula: (Base + Extra) × Multiplier.
  • Stage bonus: +500 on Round 5 win or draw (no bonus on loss).
Note: This summarizes the actual scoring logic used in duel mode.
Same Hand Comparison (examples)
  • High Card: compare from the highest card. e.g., A-K-7-5-3 > A-Q-J-10-9; 10-8-7-5-3 > 10-8-7-5-2
  • One Pair: compare the pair rank first, then 3 kickers. e.g., K-K-A-7-3 > K-K-Q-9-2
  • Two Pair: higher pair → lower pair → kicker. e.g., A-A-10-10-9 > K-K-Q-Q-9
  • Three of a Kind: compare trip rank → two remaining kickers.
  • Straight: compare the highest card of the straight.
  • Flush: compare cards from highest to lowest.
  • Full House: compare trip rank → pair rank.
  • Four of a Kind: compare quad rank → kicker.
  • Straight Flush: same as Straight (highest card).
  • Royal Flush: always tied (draw).
Note: Suits (♠♦♥♣) have no inherent ranking in standard poker.
intro poster
title
A
K
Q
J
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HiCard Game - Strategic Poker Roguelike