Draw
Take the top card, face up, for everyone to see. Live a little!
The rules
You only need this to start. Watch one short round. You can learn the other cards while you play.
Step 1 — The goal
On your turn, choose Draw or Stay. Stay keeps your points safe. Draw can give you more points.
Step 2 — The choice
Every turn is the same decision: Draw one face-up card and push for more, or Pass to leave safely and keep the points you have. Play always moves clockwise.
Take the top card, face up, for everyone to see. Live a little!
Tuck your cards away and sit out the rest of the round. Everything you've collected is safe and will score.
Step 3 — The risk
New values join your row. A duplicate makes you bust for zero, unless Second Chance cancels it. Seven distinct scoring values complete SEVN and add 17 points.
There are thirteen 13 cards, twelve 12 cards, and so on. A high card is worth more, but you are more likely to draw it twice.
Everyone gets one open card first. Then each player takes one turn, clockwise.
1/6First, everyone gets one open card. No one chooses yet.
The round ends right away and you get 17 extra points.
These cards work right away. You can often choose yourself or another player.
Second Chance throws away one duplicate automatically. You stay in the round.
Triple Draw makes the chosen player draw up to three cards. They may score more, or bust.
Freeze stops the chosen player safely. Their points still count.
Draw for more points, or Stay before you draw a duplicate. First to 250 wins.
More cards exist, but you do not need to know them yet. Read the full rules when you want.
This is the canonical explanation of the same rules used by the app and game server.
Be the first to reach 250 points. Each round you collect cards to score, and on every single turn you choose: draw one more card, or pass and bank what you already have. Draw a value you already hold and you bust — that round scores you nothing. So it comes down to nerve, reading the table and a little luck. When someone is at 250 or more at the end of a round the game ends; a tied lead plays on.
120 cards, 17 distinct scoring values, one shared source of truth.
Ballast values are negative. Choose to keep one as a distinct scoring value or discard it. A timeout discards it.
Freeze removes one active player safely. Triple Draw deals up to three cards. Crossroads reveals two public choices. Storm deals once to every active player. Queued actions resolve first-in, first-out.
Choose any player still in the round. They leave safely and score normally.
Keep it. It automatically cancels one duplicate; an extra copy must be given away when possible.
Choose an active player. Deal and fully resolve up to three cards, one at a time.
Reveal two cards to everyone. Choose one to resolve and discard the other.
Every active player draws once clockwise. SEVN interrupts the sequence immediately.
What you seeThe action cards, and what each one does.
Featherweight rewards an all-low hand, Heavyweight rewards high values, and Ladder rewards the longest consecutive run. Bonuses are checked only at round end and never doubled.
With at least 4 scoring cards, all 6 or lower, score +15.
With at least 3 cards of 10 or higher, score +12.
A longest run of at least 3 scores 4 per card. Ballast never forms a run.
What you seeThe bonus cards, and what each one rewards.
Sum scoring cards, apply x2, add + modifiers, add earned bonuses, add SEVN, then clamp the round at zero. A busted player always scores zero.
Step 1: A finished row: five different numbers, plus two bonus cards.
You must choose one and bust, unless Second Chance cancels that duplicate.
The round ends immediately. Players later in clockwise order do not draw.
It is a distinct scoring value and counts for Featherweight. Its negative value is scored. It never forms a Ladder run.
No. It doubles only the sum of number cards and Ballast.
Shuffle the discard pile. Cards on the table stay exactly where they are.