DUXPLIMA Documentation

House rules

The six switches, what each changes, and which two are not implemented.

HouseRules = {
    Stacking = true,
    LastCallout = true,
    DrawUntilPlayable = false,
    SevenZero = false,
    JumpIn = false,
    StrictWildFour = false,
},

Every card game of this kind is played differently in different houses. Four of these switches change the game.

Stacking

Stacking = true,

A player facing a draw two can play their own draw two instead of drawing, passing the total on. Four stacked draw twos means somebody picks up eight.

On by default because it is how most people play, and because it is what makes a draw two in hand worth holding. Off, a draw two always resolves immediately.

LastCallout

LastCallout = true,

Whether the last-card call exists at all. On, a player with one card must call it within Timing.LastWindowSeconds or take a two-card penalty.

Turn it off for a gentler game. It removes the single most punishing rule in the game, and also the most exciting one.

DrawUntilPlayable

DrawUntilPlayable = false,

Off: a player with nothing playable draws exactly one card and their turn passes.

On: they keep drawing until they can play. Turns take longer and hands get bigger, but a player is never stuck watching their turn go by having done nothing.

Off is the faster game. On is the one that feels less arbitrary to a new player.

StrictWildFour

StrictWildFour = false,

Off: a wild draw four may be played at any time.

On: it may only be played when the player genuinely has no card matching the current colour, which is the official rule and the one people argue about.

Turning it on removes the strongest bluff in the game. That is a real design decision: strict is fairer, loose is more fun.

Two switches are configured but not implemented

SevenZero and JumpIn appear in the settings file and are read by nothing. Setting them to true changes no behaviour.

They are placeholders for two common house rules: swapping hands on a seven and passing hands on a zero, and playing an identical card out of turn. If you need them, they are additions to Shared/CC/Rules.luau and the session's turn handling, not a setting flip.

Choosing a set

Three combinations worth considering:

ForSettings
The game most people expectStacking, LastCallout on, the rest off. The shipped default
A friendlier gameAdd DrawUntilPlayable, turn LastCallout off
A strict gameAdd StrictWildFour, keep everything else as shipped

Whatever you pick, tell your players. Every one of these switches is something somebody will assume works the other way.