No ads. No account. No score to catch up on. Play your last card before the
others — online, over Bluetooth, or alone with no network at all.
A fast card game for two to six players. Match the colour or the number, draw
when you can't play, and win the moment you have no cards left. A game is
over in a few minutes.
MULTIPLAYER
The deck isn't the opponent. The others are. Down to one card? Say so, fast —
anyone can catch you out, and you draw again. And a +2 doesn't have to be
taken: answer with another, and it lands doubled on the next player.
• Online — a six-character code opens a private game with friends, or an open
game starts on its own with strangers.
• Bluetooth — the phones talk straight to each other: no internet, no
account, nothing to share.
A place that drops is covered by the machine and kept: you come back, and you
pick the game up where you left it.
SOLO, ENTIRELY OFFLINE
One to five machine-run opponents, on the underground, on a plane, or without
a single bar of signal. Nothing is held back for the connection: same rules,
same modes, same surprise cards, same themes.
No points, no running total between games, no race to 500: the first with no
cards wins, and the next game starts from nothing. A journal keeps the games
played, and a ranking that counts wins and nothing else.
THE CUT
Before each game, everyone picks one of three face-down cards. They all turn
over together, and the highest number opens. Nobody decided that you go
first.
THE SURPRISE CARDS
Three cards are never played, and never join your cards: they go off the
moment you draw them. BOMB sends every card back to the deck and deals
again. MINUS TWO takes two of your cards at random. SWAP gives two players
each other's entire cards. The game announces it to everyone, because
nobody chose it.
FIVE MODES
Classic, Fast, Spiteful, Lots of cards, and Shifted — where you play your
neighbour's cards and win with your own. Each mode sets its own rules and
hides the ones it decides for you; what it leaves open stays adjustable,
from the cards dealt to the length of a turn.
TWENTY-SIX THEMES
A theme isn't a colour swap: it's a whole press run — the grain of the
table, the weave on the card back, the varnish of the paper, the cut of the
corners, the shape that carries the value, and the sounds of the game. Four
come free; the rest are bought once each, with no subscription and no in-game
currency. None of them touches a rule: the shop
Play your last card before the others. Online, over Bluetooth, or offline.