Fairway 3 Games

Scheme for castles, forests, bridges, and keeps in a tactical card game of influence, abilities, and end-game scoring.

Learn the Rules

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Paste a game ID or a shared Upper Houses link.

Links from the game screen are accepted.

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Waiting Games

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Interactive tutorial

How Upper Houses Plays

Walk through setup, capture, abilities, and scoring. Use Next or jump to any lesson.

Lesson 1

Full rules reference

Game flow

  1. 2-5 players join a waiting room. The host starts setup.
  2. Each player secretly keeps exactly two house cards for final scoring.
  3. Players take turns spending the remaining cards to capture, use an ability, or discard.
  4. When every hand is empty, territory value fuels keep-card scoring and tie breakers.

Scoring

Controlled territories add their printed value. Lord doubles only a territory you control at game end, Duke scores half rounded up, and keep cards score from highest to lowest only if remaining territory value can pay for them.

Abilities

Clergy claims at influence 1. Squire adds +2 influence. Steward blocks influence capture. Assassin removes an influence card. Knight removes an ability card. Commander moves an ability. Regent has no playable ability.

Shareable Link

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New table

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