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PIP Middle

PIP Middle is a 3–4 player PIP Family must-not-follow trick-taking game where middle trick positions manipulate dice using four suit powers.

Players
3-4
Play time
30 min
Ages
8+
Mechanic
Trick-Taking

About this game

Card Game

PIP Middle is a 3–4 player PIP Family must-not-follow trick-taking game where middle trick positions manipulate dice using four suit powers.

Components

  • 1 standard 52-card deck
  • 4 six-sided dice per player

Setup

Give each player four dice and set them to 2, 3, 4, and 5 .

Choose a dealer. The player to the dealer’s left leads the first trick.

Deal all cards out as evenly as possible: 13 cards each with 4 players, or 17 cards each with 3 players. Set any undealt cards aside; they are not used this round.

Trump

The game lasts four rounds. Each suit is trump once, in this order:

  • Hearts
  • Diamonds
  • Spades
  • Clubs

Trump cards outrank all non-trump cards.

After each round, the dealer passes clockwise.

Playing a Trick

The leader plays any card face up.

Going clockwise, each other player must play a card whose suit has not already been played face up during that trick .

For example, if the led suit is Hearts, the next player clockwise may play any suit except Hearts. If that player plays a Spade, the next player may play anything except Hearts or Spades, and so on.

No Legal Suit

If you have no card belonging to a suit that has not already been played face up, choose any card from your hand and play it face down.

Face-down cards:

  • have no suit or rank for the trick
  • cannot manipulate dice
  • always rank below face-up cards

Winning and Ranking the Trick

Rank all face-up cards as follows:

  • Trump cards beat non-trump cards.
  • Otherwise, the highest rank wins regardless of suit.
  • Ace is high and 2 is low.
  • If cards of equal rank are tied, the card played later ranks higher.
  • Face-down cards rank below all face-up cards.

If multiple face-down cards need to be ordered, the later-played card ranks higher.

The player ranked first wins the trick and leads the next trick.

The Middle

The middle positions manipulate dice.

4 Players

The players finishing 2nd and 3rd in trick resolution must each manipulate one die using the suit of the card they played.

3 Players

The player finishing 2nd in trick resolution must manipulate one die using the suit of the card they played.

PIP Suit Powers

The suit of your own played card determines your action.

♥ Hearts — Increase

Increase one available die by 1. Maximum value: 6.

♦ Diamonds — Decrease

Decrease one available die by 1. Minimum value: 1.

♠ Spades — Flip

Flip one available die to its opposite value: 1 ↔ 6, 2 ↔ 5, or 3 ↔ 4.

♣ Clubs — Swap

Choose one available die and swap it with one die already used during the current cycle. The values of the dice do not change.

The previously used die becomes available again, and the chosen available die becomes used.

You may instead take no die action.

Using Dice

Whenever you manipulate a die with Hearts, Diamonds, or Spades, set that die aside as used.

You cannot manipulate that die again until every currently active die has been used once.

Once all active dice have been used, return them all to the available area and begin a new cycle.

Clubs may alter which dice are available by swapping an available die with a used die.

End of a Round

After all cards have been played, each player chooses one active die and locks it into their score.

A locked die:

  • keeps its current value
  • cannot be manipulated again
  • cannot be swapped with Clubs
  • remains visible for final scoring

The remaining dice carry their current values unchanged into the next round.

At the beginning of the next round, all remaining active dice become available again. This resets only which dice have been used during a manipulation cycle; the numbers showing on the dice do not reset or change.

This means players have:

  • Round 1: 4 active dice
  • Round 2: 3 active dice
  • Round 3: 2 active dice
  • Round 4: 1 active die

End of the Game

After Round 4, every player will have four locked scoring dice.

Add the values of your four dice. The player with the highest total wins.

Ties

If players are tied, compare their scoring dice in this order:

  • Most 6s
  • Most 5s
  • Most 4s
  • Most 3s
  • Most 2s
  • Most 1s

If still tied, share the victory.

Easier Start Variant

For a simpler opening position, each player may begin with all four dice set to 4, 4, 4, 4 .

All other rules remain unchanged.