A LITTLE MATH. A LITTLE MISCHIEF.
Small numbers.
Big moves.
Build your score. Break their plans.
A card game of quick math, bold plays,
and knowing what to keep up your sleeve.
Straight to the table. No sign-up.
THE SHORT VERSION
Raise the score.
Keep them guessing.
- 01
Make your move.
Start with 7 cards. Draw 1 each turn, then play 1–5 cards to build a score and send a penalty.
- 02
Beat it. Or bow out.
Each reply must beat the score on the table. Pass to sit out the round. The score and its attack stay for the next player.
- 03
Save something for later.
The last player in wins the round. Keep your remaining hand—there’s no refill. Keep at most 7 cards after your turn. Win 5 rounds to take the match.
SMALL CARDS. BIG DECISIONS.
Play for points.
Or play a little
mischief.
Blue and green build your score.
Red and yellow make theirs harder.
Tap any cards to build your opening play. Start with a blue card and see what happens.
Choose your cards to set the score to beat.
0 of 5 cards selected. Tap a card to add it. Tap again to remove it.
There’s always a little mischief. A rare black zero cancels the whole incoming attack. You still have to beat the score.
2 IN THE DECKYOUR SEAT IS READY
Got a better hand?
Meet Riley, Sam, and Alex. Pick your table size and make your move.