PIP Draw logo
All games Self-Published

PIP Draw

PIP Draw is a two-player PIP Family card-and-dice game of programmed actions, dice manipulation, and tug-of-war movement.

Players
2
Play time
15 min
Ages
8+
Mechanic
Pre-Programmed Actions

About this game

Card Game

PIP Draw is a two-player PIP Family card-and-dice game of programmed actions, dice manipulation, and tug-of-war movement.

Components

  • Standard 52-card deck
  • 9 D6 for a standard 3-round game
  • 12 D6 for an optional 4-round game

Only the A(1)–6 of each suit are used, creating a 24-card game deck.

Setup

  • From a standard 52-card deck, remove the A–6 of each suit to create the 24-card game deck. Set all other cards aside.
  • Shuffle the 24-card game deck.
  • Take 3 dice from the dice pool and roll them.
  • Place the dice in 3 separate lanes in the Center without changing their Pip values.
  • Deal 4 cards to each player.
  • Randomly choose the Start Player for the first Hand.

Dice are not rolled again during the round.

Each lane has five positions:

P1 DRAW 2 ← P1 DRAW 1 ← CENTER → P2 DRAW 1 → P2 DRAW 2

Player Board

The player board contains three lanes. Each lane runs from Player 1's Draw 2 and Draw 1 spaces through the Center to Player 2's Draw 1 and Draw 2 spaces.

Playing a Round

A round is played over a series of Hands . Each Hand has three phases:

  • Program
  • Resolve
  • Claim and Refill

The Start Player alternates after every Hand and continues alternating across rounds.

1. Program

Each player must program exactly one card to every active lane :

  • 3 active dice: play 3 cards each
  • 2 active dice: play 2 cards each
  • 1 active die: play 1 card each

Cards may be programmed to active lanes in any order. Programmed cards do not resolve when played. If either player does not have enough cards to program one card to every active lane, the round ends immediately.

2. Resolve

Players alternate resolving one programmed card at a time. The Start Player resolves their cards from left to right. Their opponent resolves from their own left to right, so the players resolve from opposite ends of the play area.

Resolving Card Actions

When a card resolves, choose one action for the die in that lane:

  • Suit Action: Use the card's suit power to manipulate the die.
  • Draw Action: If the card's rank matches the die's current Pip value, Draw the die one space toward your side.

A card may never resolve both actions. Discard it after resolution.

Draw

If a card's rank matches the die's current Pip value, move that die one Draw Slot toward yourself. A player may choose the card's normal suit effect instead. A die cannot move beyond Draw Slot 2.

Suit Effects

Hearts: Increase

Increase the die by 1 Pip. A die showing 6 remains at 6.

Diamonds: Decrease

Decrease the die by 1 Pip. A die showing 1 remains at 1.

Spades: Flip

Flip the die to its directly opposite face.

Clubs: Swap

Swap the die in this lane with one other active die. The dice physically exchange positions while keeping their current Pip values. If only one active die remains, a Club has no effect unless its rank matches and the player chooses to Draw.

3. Claim and Refill

After all programmed cards in the Hand have resolved, perform a Claim Check .

Claim Check

Any die in a player's Draw Slot 2 is claimed. Remove it from the lane and place it in that player's scoring area at its current Pip value. Dice in Draw Slot 1 or the Center remain active.

Refill

Beginning with the Start Player, players alternate drawing one card at a time until both players have 4 cards or the Draw Pile cannot provide another card to each player. Both players must receive an equal number of cards during each refill.

If fewer than 2 cards remain, no further cards are drawn. Players continue with the cards already in hand until either player can no longer program one card to every active lane.

After refilling, the other player becomes the Start Player.

Ending a Round

A round ends when all 3 dice have been claimed, or either player cannot program one card to every active lane.

At the end of the round, perform one final Claim Check.

  • Dice in Draw Slot 2 are claimed and moved to the appropriate player's scoring area at their current Pip value.
  • Dice in Draw Slot 1 remain in place and keep their current Pip value for the next round.
  • Dice in the Center are rerolled and remain in the Center of their lane.
  • Any empty lane receives a new die from the dice pool. Roll it and place it in the Center.

If another round remains, shuffle the 24-card game deck, deal 4 cards to each player, and continue with the next Start Player.

Scoring

Claimed dice remain visible in each player's scoring area at the Pip value showing when claimed. After 3 rounds:

  • The player with the most claimed dice wins.
  • If tied, total the Pip values of each player's claimed dice.
  • The higher Pip total wins.
  • If still tied, share the victory.

The number of claimed dice always takes priority over Pip value.

Extended Game

For a longer game, play 4 rounds using 12 dice. All other rules remain unchanged.

Quick Reference

  • PROGRAM: Play 1 card to every active die.
  • RESOLVE: Alternate cards from opposite ends.
  • ♥: +1 Pip
  • ♦: −1 Pip
  • ♠: Flip to opposite face
  • ♣: Swap dice
  • MATCH: If card rank = current Pip value, you may Draw instead.
  • DRAW: Move the die 1 slot toward yourself.
  • CLAIM: Any die in Draw 2 after resolution is scored at its current Pip value.
  • WIN: Most claimed dice after 3 rounds. Pip total breaks ties.