Rules of Tycoon

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This page is meant to list the extensive rules of the card game Tycoon, also called Daifugō, as it appears in Persona 5 Royal's Thieves Den and Persona 5: The Phantom X for the purposes of playing the game in real life. This article is written in order to be as clear as possible for people who have never played the game before, while also being extensive in its explanations in order to give as clear an understanding as possible. Anything marked with a ★ indicates that the respective item is a "House Rule", meaning said item is not part of the fundamental rules of Tycoon and as such can be omitted from the game. For simple rules, see the Gameplay section on Tycoon's page.

Rules

2+ Players (4 recommended)

The Basics

Tycoon is played with a full 52 card deck of cards, with up to 4 optional Jokers. There are 3 rounds in Tycoon, consisting of three phases; trading, gameplay, and scoring. At the start of each round, a random player deals out the whole deck. Your goal in each round is to get rid of your hand as fast as possible.

Card Strength

A card’s strength is based on its rank, with 3 being the weakest, going up through King, then Ace, and then 2 being the strongest. Aside from a few exceptions, a card's suit does not matter at any point during gameplay.

Titles

There are 5 titles in Tycoon: Millionaire, Rich, Commoner, Poor, and Beggar. Everyone starts the game as a Commoner. The player that plays all their cards first in a round becomes the Millionaire, followed by the Rich in second, then the Poor in second to last, and the Beggar as the last. If the game is bigger than 4 players OR consists of 3 players, everyone else becomes a Commoner. In games with less than 4 players, the Rich and Poor titles are omitted from the game entirely.

Trading

At the start of each round, the Millionaire and the Beggar must trade 2 cards, and the Rich and the Poor must trade 1 card. The Beggar and Poor must give up their strongest cards, but the Millionaire and Rich can choose which cards to give up. Commoners do not engage with trading in any form.

Scoring

At the end of each round, players mark down their score based on what rank they achieved in the previous round. Scoring mostly depends on the group's preferences, but generally, scoring goes like this:

Title >4 Players 4 Players 5+ Players
Millionaire 2 3 4
Rich N/A 2 3
Commoner 1 N/A 2
Poor N/A 1 1
Beggar 0 0 0

Bankruptcy★

When playing with 4 or more players, if the Millionaire is not able to keep their title, they will instantly become the Beggar and are out of play for the remainder of the round.

Playing Cards

The player with the 3 of Diamonds starts the first round, and the Beggar starts every subsequent round. The player who goes first is able to play any number of cards of the same rank, up to 4 (1 card, Pair, 3 of a kind, or 4 of a kind). Turn order goes clockwise after the first player plays their card(s). The next player must then play that same hand of a rank stronger than the last player’s, and so on. For example, if Player 1 plays a hand of 3 sixes, Player 2 must play a hand of three that values higher than Player 1. Here's a list of what Player 2 can NOT play:

  • A hand of 3 sixes or lower. Player 2's hand must be a higher value than the Player 1's hand.
  • A hand of 2 sixes and a seven. Player 2's hand must all be the same numbers.
  • A hand of 1, 2 or 4 sixes. The number of cards must be the same as the current hand.

Additionally, a player can pass their turn if they don't want to play a card. This does not prevent that player from playing cards later on in the turn. A player must pass on a turn if they do not have a hand that can be played. If all players pass on a hand, the turn will end and the one who played the last card(s) will start the next turn.

Special Hand Effects

Certain hands and cards have special effects on the game.

Revolution and Counter Revolution★

If a player plays a 4 of a kind, a Revolution will occur. After the Revolution, the strength order of cards is immediately flipped; therefore a 2 would be the weakest and a 3 would be the strongest. Playing another 4 of a kind will reverse the effects, which is known as a Counter Revolution. Because the order is immediately flipped, you can only play a Counter Revolution on top of the first Revolution if its strength is normally weaker, and vice versa for playing a Revolution on a Counter Revolution.

  • Note that even when not playing with a Revolution rule, players can still play a 4 of a kind.

8 Stop★

Playing an 8 of any hand or suit at any time will trigger an 8 Stop. This forces the turn to end, and the player who played the 8 will start the next turn.

  • Note that this action still needs to follow the strength order. I.e. if a hand of 9 or higher is in play, an 8-Stop is not possible for that hand.

Joker★

The Jokers act as a wild card, being able to be used as any rank◆ to play a hand. They are also the only thing stronger than a 2, and even after a Revolution it is stronger than a 3.

◆I.e. a hand of two 10s and a Joker would count as three 10s.

3-Spade Reversal★

In the event that a Joker is played, the 3 of Spades will be considered stronger than a Joker for that turn. It can be played on top of a Joker in order to beat it and end the turn, allowing the player who played it to start the next turn. This is only applicable for single Jokers, as any hand that includes multiple cards and a Joker and/or a hand containing multiple Jokers cannot be countered by the 3-Spade Reversal.

Wonder★

In Persona 5: The Phantom X, The Wonders act similar to a 8 stop card without the restriction of strenghth order and can activate at any circumstances. This forces the turn to end, and the player who played the wonder will start the next turn. The players can only have one Wonders and cannot be traded before the start of every rounds.

Gallery

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