That’s My Floor logo
All games Playtesting

That’s My Floor

Roll the floors you want to score, then time your tricks as the elevator travels through a six-floor building.

Players
2-4
Play time
30 min
Ages
8+
Mechanic
Trick-Taking

About this game

Card Game

Roll the floors you want to score, then time your tricks as the elevator travels through a six-floor building.

Overview

Welcome to a building where everyone knows their floor, but perhaps not their neighbors.

In That’s My Floor , players ride the elevator from the first floor to the sixth and back again. Your two markers determine which floors score for you, while cards played during tricks determine how valuable those floors become.

There is one unusual restriction: every card played to a trick must be a different suit.

Cards matching the current floor are left behind for scoring, regardless of who played them or who won the trick. Shared floors can create temporary common interests, but helping a neighbor may help them more than it helps you.

Components

  • 36 Play Cards 6 suits
  • ranks 1–6 in each suit
  • 6 Floor Markers numbered 1–6
  • 1 Elevator Man
  • 2 Player Markers per player
  • Score pad and pencil

Colored six-sided dice work well as Player Markers. Each player should use a unique color.

If matching dice are unavailable, use any clearly identifiable markers and a shared die or virtual die roller to determine their starting floors.

Goal

Score the most points after every player has dealt once. Your Player Markers indicate which floors score for you. Each scoring card on one of those floors is worth 1 point per marker you have there.

Setup

  • Arrange the Floor Markers from 1 through 6 and place the Elevator Man on Floor 1.
  • The player who most recently rode an elevator is the first dealer.
  • Shuffle all 36 Play Cards.
  • Each player generates two d6 results and places one Player Marker on each matching floor. If using colored dice, simply roll and place the dice themselves.
  • Doubles are allowed. If both results are the same, place both markers on that floor.
  • Deal 7 cards to each player. Players may now look at their cards.
  • The player to the dealer’s left leads the first trick.

The Elevator Trip

Each round consists of an Ascending Trip, a Turnaround, and a Descending Trip.

Ascending Trip

Play six tricks as the Elevator Man travels:

1 → 2 → 3 → 4 → 5 → 6

After the Floor 6 trick, each player will have 1 card remaining. Keep it in your hand.

Turnaround

Deal 5 additional cards to each player.

Each player now has 6 cards: the 1 carried-over card and 5 new cards.

Descending Trip

Play six more tricks as the Elevator Man travels:

6 → 5 → 4 → 3 → 2 → 1

The round ends after the final Floor 1 trick.

Playing a Trick

The lead player plays any card.

Going clockwise, each other player must play a card whose suit has not already appeared in the trick.

Suits have no rank or value. They only determine whether a card may legally be played.

Unable to Play

If every card remaining in your hand belongs to a suit already represented in the trick, choose any card from your hand and place it face down in front of you.

That card is out of play for the remainder of the round. It cannot win the trick or score.

Winning the Trick

The highest-ranked card wins.

If multiple cards share the highest rank, the last-played card among those tied for highest wins.

The winner leads the next trick.

Scoring Cards to a Floor

After determining the trick winner, compare all legally played cards to the floor occupied by the Elevator Man.

Every card whose rank matches that floor is placed beside its Floor Marker.

Example: The Elevator Man is on Floor 4 and the trick contains a 4, 6, and 4. Both 4s are placed on Floor 4. The 6 is discarded.

All other cards from the trick are discarded.

End of the Round

After the Descending Trip, score each floor.

Each Player Marker scores 1 point for every scoring card on its floor.

Example: Floor 5 contains 3 scoring cards.

  • One marker scores 3 points.
  • Two markers belonging to the same player score 6 points.
  • Markers belonging to different players each score the full 3 points.

Add each player’s round score to their total.

Collect all 36 Play Cards, including scoring cards, discarded cards, and face-down set-aside cards.

Pass the dealer role clockwise, shuffle the full deck, return the Elevator Man to Floor 1, and reroll all Player Markers.

Game End

Play a number of rounds equal to the number of players, so each player deals once.

The player with the highest total score wins.

If players tie, compare the tied players’ scores from the final round. If still tied, compare the previous round, continuing backward as needed.

If still tied after comparing every round, share the victory.

Friendly Neighbor Variant

For a more forgiving game, deal all 12 cards to each player at the beginning of the round.

Play all 12 tricks using the same hand. Do not deal additional cards at the Turnaround.

All other rules remain unchanged.

2-Player Automa

Use an Automa as a third seat.

Each human uses two Player Markers normally. The Automa has no markers and never scores.

Deal 7 cards to each human and 7 cards face down as the Automa deck.

Automa Leading

Reveal and play the top card of the Automa deck.

Automa Following

Reveal the top two cards.

  • If only one is legal, play it.
  • If both are legal, play the higher-ranked card.
  • If tied in rank, play the first card revealed.
  • Put the unused card on the bottom of the deck.
  • If neither card is legal, put both on the bottom and the Automa plays no card.

The Automa may win tricks and place scoring cards on floors normally.

At the Turnaround, each human keeps their remaining card and receives 5 additional cards. Add the remaining 5 cards to the bottom of the Automa deck.

Play two rounds, with each human dealing once.

4-Player Variant

Use an expanded 48-card deck:

  • 6 suits
  • ranks 1–8

Ranks 7 and 8 may win tricks but never score to a floor.

Use the normal deal and core rules.

Play four rounds so each player deals once.

Operator Variant

Give each player one Operator for the entire game. It is kept outside the player’s hand.

For testing, use an unused King, a 9 from a larger six-suit deck, or a printed Operator card.

After playing your normal card to a trick, you may also play your Operator.

The Operator:

  • has no suit
  • has no rank
  • cannot win the trick
  • does not affect legal suit play
  • is placed on the current floor after the trick resolves

Each Operator reduces that floor’s final value by 1 point, to a minimum of 0.

Example: Floor 4 contains 4 scoring cards and 1 Operator. Floor 4 is worth 3 points per Player Marker.

An Operator remains on that floor until the round is scored, then is removed from the game.

Each player may use their Operator only once per game.

Operator with the Automa

Shuffle one Operator into the Automa deck.

If revealed while leading, place it on the current floor, then reveal the next card as the Automa’s lead.

If revealed among the two cards while following, place it on the current floor and resolve the other revealed card normally.

Playing with a Standard 4-Suit Deck

If you do not have a 6-suit deck, That’s My Floor can be played with a standard 4-suit deck of cards.

  • 3 Players: Use ranks Ace through 9 in all four suits. Ace counts as 1. This creates a 36-card deck.
  • 4 Players: Use ranks Ace through Queen in all four suits. Ace counts as 1, Jack as 11, and Queen as 12. This creates a 48-card deck.

All other rules remain exactly the same.