Setup
Two decks are needed: one full 52-card play deck and one used only for indicator cards.
Metamorphosis requires two standard 52-card decks. The first full deck is used for play. From the second deck, each player takes the Ace, 2, 3, and 4 of any one suit as their personal indicator cards. All remaining cards from the second deck are set aside and not used during the game.
Setup
Cut for deal; highest card wins. Each player is dealt 12 cards; remainder forms the stock pile.
Players cut the 52-card play deck; the player drawing the highest card becomes the dealer (Ace is high). If two or more players draw the same highest card, those players draw again until a single dealer is determined. The dealer deals 12 cards to each player. The remaining cards are placed face down in the center of the table to form the stock pile.
Special
Before play begins, each player secretly places an indicator card face-down to predict which of the four hands they will win.
Each player holds four indicator cards: Ace (Hand 1), 2 (Hand 2), 3 (Hand 3), and 4 (Hand 4). After examining their dealt hand, each player secretly selects the indicator card corresponding to the hand they believe they have the best chance of winning outright, and places it face-down in front of them. Once all players have placed a card, all indicator cards are flipped face-up simultaneously. The indicator cards are then set aside but remain visible throughout the set to remind players of their chosen hand.
Scoring
A player earns a +10 bonus if they win outright (not tied) in the hand they indicated.
After all four hands of a set are played, any player who achieved the highest score in the specific hand they selected with their indicator card receives a bonus of +10 points. This bonus is only awarded for an outright win — if the player ties with any other player for the best score in that hand, no bonus is given.
Turn structure
Each trick: the leader plays a card face-up; all others must follow suit if able; highest card of the suit led wins, unless a trump card was played.
To start a trick, the current leader plays any card from their hand face-up to the center of the table. Each other player, in clockwise order, plays one card. A player must follow suit (play a card matching the suit of the led card) if they have one. If they have no card of the led suit, they may play any card. The player who played the highest card of the suit led wins the trick — unless one or more trump cards were played, in which case the highest trump card wins. The winner of a trick leads the next trick. Cards won in tricks are kept face-down and become the player's hand for the next hand in the set.
Restriction
A player is never forced to play a trump card, even when void in the led suit.
When a player has no cards in the suit that was led, they may play any card from their hand — including a trump card — but they are not obligated to play a trump. For example, if hearts are trump and a spade is led, a player with no spades may choose to play a heart (possibly winning the trick) or may play a diamond or club (losing the trick). The choice is entirely strategic.
Turn structure
Hand 1: No trump. Every club taken scores −4 points against the taker.
Hand 1 is played with no trump suit. The player to the left of the dealer leads the first trick. After all tricks are played, each player counts the number of clubs in the tricks they won. Each club scores −4 points against that player. No other cards score in this hand. After scoring, each player takes all the cards they won in tricks and uses them as their hand for Hand 2.
Turn structure
Hand 2: Diamonds are trump. Every heart taken scores +3 points for the taker.
Hand 2 is played with diamonds as the trump suit. The same player who led first in Hand 1 leads first in Hand 2. After all tricks are played, each player counts the hearts in the tricks they won. Each heart scores +3 points for that player. No other cards score in this hand. After scoring, each player takes all the cards they won and uses them as their hand for Hand 3.