How to play Fallaas
Fallaas on EverestBuzz is a three-card hand contest. Each player confirms readiness, the hands are compared, and the best hand earns a point. There is no pot or betting stage. The useful skill for a beginner is learning the category order and seeing why one three-card hand beats another.
What you need
Two to five players receive three cards each. A game lasts three rounds. Everyone confirms Ready for showdown before the hands are compared. The play page keeps the older address /games/flush/, while the game is called Fallaas.
You do not build a larger hand or arrange three separate groups here. Each deal gives you one three-card hand to assess. Take a moment to identify its category before confirming readiness. That makes the comparison easier to understand when all hands appear.
Card values
| Order | Category | Example |
|---|---|---|
| 1 | Trail | Three eights |
| 2 | Suited run | Five, six and seven of hearts |
| 3 | Run | Five, six and seven in mixed suits |
| 4 | Flush | Three hearts without a run |
| 5 | Pair | Two eights and another card |
| 6 | High card | No stronger category |
The list runs from strongest to weakest. Compare the category before ranks. Any trail beats any suited run. A run beats a flush even if the flush contains a high card. Three matching suits make a flush; a suited run also needs consecutive ranks.
A-2-3 is the highest run, followed by A-K-Q. K-A-2 is not a run. For equal categories, compare by rank. Suits do not break ties. A visually different suit does not give one otherwise equal hand a bonus.
How a turn works
- Read your three cards and identify the strongest category they form. Start with trail and work down the ranking list.
- If the cards are consecutive, check the special ace rule. A-2-3 works, A-K-Q works, and K-A-2 fails the run test.
- Consider rank comparisons only after identifying the category. A high single card cannot turn a pair into a stronger category.
- Confirm Ready for showdown. The comparison waits for every player to confirm.
- Read the revealed hands and the point result, then continue to the next round when the table is ready.
This is a readiness-and-reveal flow. The house rules do not include a wagering decision between receiving cards and comparing them. You can learn the ranking by naming each shown category and checking it against the list above.
How a round ends and Scoring
After every player is ready, compare all hands. The best hand receives 1 point. Equal best hands each receive 1 point. Everyone else receives 0 for that round. A strong category changes which hand wins; it does not multiply the point award.
For example, three players show three eights, a suited 5-6-7 run and a pair of kings. Trail is above suited run and pair, so the player with three eights gets 1 point. The other two get 0. The hand category decides the result even though kings are individually higher cards than eights.
For a tie example, suppose the top two hands are equal-ranked runs in different suits and the third hand is a pair. Since suits do not break the tie, both top players get 1 point. The pair gets 0. Neither winner receives only half a point. Record the awards across all three rounds to follow the game score.
House-rule choices at EverestBuzz tables
This version uses the stated three-card ranking and one-point awards. It is a house hand contest without a pot. The rules do not offer stakes, purchases or a suit-based tie-breaker. If you also play Kitti, its triples use the same category order, though its grouping and scoring decisions differ.
Beginner tips
- Name the category before judging individual high cards.
- Check both consecutive ranks and matching suits for a suited run.
- Remember the special A-2-3 ordering.
- Use shared points for equal best hands; never invent a suit winner.
Fallaas here is points only: no money, bets or prizes.