Learn to play

Short hands-on lessons. Each one sets up a table and gives you a small challenge to solve.

  1. The table
    Routes, pairs and the number that matters.
  2. Starting your routes
    The opening: one number card on each route.
  3. Up or down
    The second card sets the direction.
  4. Suits bend the rules
    A card of the route's suit can go either way.
  5. Kings double
    Turn a small card into a big one.
  6. Jacks take cards away
    Knock a selling route out of range.
  7. Queens turn around
    Reverse a route and change its suit.
  8. Jokers clear the table
    One card, many removals.
  9. Selling and ties
    Beat the route facing yours.
  10. Discard and disband
    Clear out a route that went wrong.
  11. Winning the game
    Sell two of three, and watch your cards.

The rules | Card reference | Play the Computer