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Deck-Deck-Go

A sequence-building, stockpile-clearing game mode of the Cambio Unlimited DOUBLE Deck

1: The Deck

1: The Deck

Deck-Deck-Go is played with a modified 120-Card Deck comprised from 2 Cambio Unlimited Decks

Deck-Deck-Go is played with a modified 120-Card Deck comprised from 2 Cambio Unlimited Decks

1: Combine two Cambio Unlimited decks (152 cards total).


2: Remove 16 Red Runes and 16 Blue Runes.



You now have a 120-card Deck-Deck-Go deck, made up of:

72 × Number Cards (1–9, Yellow)

4 × Red Runes

4 × Blue Runes

20 × Swap Runes

6 × Red Kings

6 × Blue Kings

4 × Chaos Runes (0)

4 × Energy Runes

2: Goal of the Game

2: Goal of the Game

Be the first player to clear your stockpile of 12 cards by playing them into the shared build piles (1 → 10)

3: Setup

3: Setup

1: Shuffle all 120 cards

2: Deal each player a stockpile of 12 cards, face down. Flip the top card face up


3: Place the remaining cards in the center as the draw pile

4: Leave room for up to four build piles in the center

Each player also has four personal discard piles beside their stockpile.
These pile face up, and only the top card is playable.

Who Goes First?

The player with the lowest opening stockpile card goes first.

Three cards can act as a “1” at the start:
Energy Rune
Number Card 1
Swap Rune

If tied, the order of strength is:
Energy Rune > Number Card 1 > Swap Rune

All ties are resolved by a single game of rock-paper-scissors.

Once the first player is determined, they draw 5 cards and begin.

4: Building the Piles

4: Building the Piles

Build piles always start with a 1 and grow upward in order.

Piles continue until they reach 10

Number Cards (1–9) build the foundation

The 10-spot can only be completed by:
Red Rune
Blue Rune
Swap Rune
or Energy Rune

You may play cards from:


The top card of your stockpile.


Your hand cards.


The top card of any discard pile (locked cards underneath cannot be played until uncovered)

When a pile reaches 10, it is cleared from the center and set aside.

5: Turn Structure

5: Turn Structure

1. Draw Phase:

Start your turn by drawing until you have 5 cards in hand.



2. Play Phase:


Play from your hand, stockpile, or top of your discard piles.


You can play as many cards as possible in one turn.


If you play all 5 hand cards, immediately draw 5 more and keep playing.


Always flip the next stockpile card when the top one is played.



3. Discard Phase:

End your turn by discarding 1 card to one of your 4 discard piles.

Only the top card of each discard pile is playable.

6: Special Cards & Powers

6: Special Cards & Powers

Completing a Build Pile with a 10

Red Rune → Peek at your next stockpile card

Blue Rune → Peek at an opponent’s next stockpile card

Swap Rune → Swap your stockpile top card with an opponent’s

Energy Rune → Peek at an opponent’s hand; swap if you wish

If they have no cards, give them your hand and draw 5 new


Other Special Powers

Swap Rune (Wild) → Acts as any 1–9

Blue King (+2) → Counts as two consecutive numbers, but cannot start a build pile

Red King (–2) → Moves a pile backwards 2.
If pile ≤ 0, it explodes

Chaos Rune (0) → Explodes any build pile

Energy Rune (Flexible) → Can be played as 1 or 10
(Special action only when used as 10.)

7: Winning The Game

7: Winning The Game

The first player to clear their stockpile wins.


If the draw pile runs out, reshuffle cleared build piles into a new draw pile.