3 of 3 · The deep cut

Advanced

For players who want every lever. Echo tokens, Islands, and difficulty modes layered on top of the Standard game.

Players · 3–6 Deck · Fixed 60-card deck Time · 45–75 min Scorekeeping · Pen & paper

Game Overview

  • Goal: score the most Joypoints.
  • Score tracking: pen & paper, or the Happiness scorekeeper app.
  • Two difficulty modes, Easy and Hard, change how Silver works and whether scores can go negative.

Difficulty Modes

Easy Mode

  • Silver lightning-bolt triangles are wild. They match any color.
  • Scores cannot go below zero.
  • Great for new players and families.

Hard Mode

  • Silver is its own color. It matches Silver only.
  • Scores can go negative.
  • For experienced players seeking real challenge.

Setup

  • Deck: fixed 60 cards: 15 each of the 1, 2 and 3-Joypoint Joycards, 5 four-Joypoint Joycards and 10 Bummer cards.
  • Know your friends: the youngest player builds the deck. Some cards touch sensitive topics (loss, accidents, fire, drinking, gambling, water), so the builder chooses with the table in mind.
  • Starting hand: deal 5 cards to each player.
  • Board: 7×7 grid. First card goes in the center.
  • Each player begins with 1 Echo token (charged).

What's On a Card

  • 4 Triangles on each edge (Top, Right, Bottom, Left).
  • 5 Triangle Colors: Red, Blue, Green, Yellow, Silver. How Silver works depends on the difficulty mode (see above).
  • Symbols: each color also has a symbol (fire, water, leaf or sun), so players can match by symbol as well as by color.
  • Word: the concept shown on the card. It is the subject of your story.
  • Joypoints: 1 to 4 on Joycards. Bummer cards score nothing.
Red Blue Green Yellow Silver (wild in Easy)

Placement

  • Cards must be placed adjacent (orthogonal) to existing cards.
  • All adjacent triangles must match colors (Silver follows your difficulty mode).
  • Bummer cards cannot start new islands.
  • New islands are only allowed when no legal adjacent play exists for any card in your hand.

Turn Flow

  1. PLAY: select a card and place it (60-second play window in the online portal).
  2. SHARE: tell a brief story about the card's word (30-second window online). The table listens to the whole story; nobody cuts in.
  3. ECHO WINDOW: for 5 seconds after the story, any other player may spend an Echo token. Bummer plays skip this window.
  4. DRAW: automatically draw one card from the deck.

Echo Tokens

When a Joycard is played and its story ends, the 5-second Echo Window opens. Any other player may spend their Echo token to echo the storyteller's word, adding their own brief story or insight.

  • +2 Joypoints to the player who echoes.
  • +1 Joypoint to the storyteller whose card was echoed.
  • The token discharges. Recharge through Euphoria (see below).

Bummer plays do not open an Echo Window.

Euphoria (Plus Pattern)

When you play a card that completes a plus shape (a center card surrounded on all 4 sides, all triangles matching):

  • Score: (Total Joypoints of all 5 cards) × 2.
  • All 5 cards move to your Euphoria Pile.
  • Echo tokens: if any of your tokens are discharged, recharge them. If all your tokens are already charged, gain 1 token (maximum of 3).

Islands (Reconnection Bonus)

If a Bummer play splits the playing area into separate islands (groups of connected cards), play continues normally. When a later card placement reconnects two islands:

  • +5 Joypoints per reconnection.
  • One placement that joins multiple separated islands scores per island bridged.

Bummering

A Bummer card is played on your turn, after the story before yours has ended, and needs all adjacent triangles to match. Share a bummer story, then every card it touches is bummed out: the Bummer card and the bummed-out cards all go to your Bummer Pile. The Bummer card itself scores nothing.

Bummed-out Joypoints = total Joypoints of the cards bummed out.

Cards Bummed Out Result
0 (forced)−2 Joypoints flat
1−2 × bummed-out Joypoints
2+1 × bummed-out Joypoints
3+2 × bummed-out Joypoints
4+3 × bummed-out Joypoints, AND choose an opponent who loses 1× bummed-out Joypoints

A 0-bummer play is only legal if no other play exists for any card in your hand, including cross-card checks against existing islands.

Game End & Final Hand Scoring

The game ends when the deck is empty and every player has drawn down to 3 cards. The final hand is then scored:

Final Hand (J = Joycard, B = Bummer card) Easy Mode Hard Mode
3J + 0B−2 × hand Joypoints−3 × hand Joypoints
2J + 1B0−1 × hand Joypoints
1J + 2B+5 Joypoints flat+3 Joypoints flat
0J + 3B (Grand Mercy)+15 Joypoints flat+10 Joypoints flat

Echo token reckoning: −1 Joypoint per still-charged token at game end; +3 Joypoints bonus if you have zero charged tokens.

Scoring Summary

ActionPoints
Play a JoycardThe card's Joypoints
Echo (you echo)+2 Joypoints
Echo (your card echoed)+1 Joypoint
Island reconnection+5 Joypoints per reconnection
Euphoria(Total Joypoints of 5 cards) × 2
0-bummer (forced)−2 Joypoints flat
1-bummer−2 × bummed-out Joypoints
2-bummer+1 × bummed-out Joypoints
3-bummer+2 × bummed-out Joypoints
4-bummer+3 × bummed-out Joypoints (opponent −1×)
Charged token at end−1 Joypoint each
0 charged tokens at end+3 Joypoints bonus

Tiebreakers (in order)

  1. Most Joypoints wins.
  2. If tied: most cards in Euphoria Pile.
  3. If still tied: most cards in Bummer Pile.
  4. If still tied: most Bummer cards in final hand.
  5. If still tied: shared victory.

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