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One up. One down. Block them out.
You 0:Computer · Easy 0
Dealing your cards…
ROUND 01
Computer · Easy7 cards in hand
Pick up39 cards leftTap or slide
In play
Dealing cards…
Your hand 7Dealing cards…

How to play

One up. One down. Block them out.

01 Your move

Play one rank higher or lower, in any suit.

King and Ace connect. Matching ranks cannot play.
Jack, Queen and King show one rank above or below

02 Pick up

Tap or slide the face-down deck to draw one card. You may draw even when you can play.

Tap the face-down deck

03 Play or keep

A playable draw can be played or kept. Tap a glowing card to play, or choose Keep card. A card that cannot play joins your hand automatically.

04 Two Jokers

Play a Joker and call any rank from Ace to King. Before calling its value, choose Keep card if you change your mind. A compulsory Joker must still be played.

The next card must be one rank above or below your call.
The gold-trimmed jester Joker

05 The finish

Empty your hand to win. If the deck is empty, legal moves must be played. You can choose any legal card; a Joker is required only when no ordinary card fits. When everyone is blocked, the lowest point total wins. A tie for lowest is a draw.

Ace 30 · J / Q / K 10 · Number cards face value · Joker 50

All house rules
  1. Seven to start. Everyone gets seven cards from a 54-card deck, including two Jokers. A two-player table starts with 39 cards to draw and a three-player table starts with 32. Play moves clockwise.
  2. One up. One down. Play one card exactly one rank above or below the top card. On 10, play 9 or J. Suits do not matter. Matching ranks cannot be played.
  3. Play or draw. Play a glowing legal card, or draw exactly one card, even if you could already play. Once you draw, inspect that card before doing anything else. When your turn starts with the draw pile empty, you must play a legal card if you have one; you cannot withhold it or pass. Only a player with no legal card passes automatically. One played card ends your turn.
  4. Stuck? Draw exactly one. Tap or slide from the face-down deck to draw blindly. You cannot see or choose the card first. Look at the drawn card first. The arm stays extended holding a playable draw. All legal cards glow; tap the held card or another legal card to play. Choose Keep card to add the drawn card to your hand and end your turn without playing it or drawing again. While cards remain in the deck, tapping its glowing back also keeps your draw. An empty draw pile is disabled and never glows. This choice also applies when you picked up the last card. On a later turn that starts with an empty deck, playing a legal card is compulsory. If you play another card, the drawn card stays in your hand. If it cannot be played, it goes into your hand automatically and your turn ends.
  5. King and Ace connect. On K, play Q or A. On A, play K or 2.
  6. The Joker is wild. Play a Joker on any card and call any value from A through K. The next player can play one rank above or below that value, or play their own Joker. A drawn Joker uses the same held-card flow: tap the Joker to play it, or choose Keep card. Its value selector appears only after you choose to play it. You may also play another legal card from your hand and keep the drawn Joker. No skip or draw penalty. The called value ends when the next card is played. Save a Joker for a late block: call a value that opens your cards. If a player cannot play and the deck is empty, their turn passes to the next seat. A held Joker is always playable. With the deck empty and no ordinary legal card, the game requires you to release your Joker and call its value for a counterattack. The Joker choices appear on the table, so the cards and piles remain visible while you decide. A Joker drawn as the last card can also be kept to finish that draw turn. If it is your only legal move on a later turn with an empty deck, you must release it then. When the deck is empty and one player cannot play, their turn passes. The next player can choose any legal regular card or a Joker. A blocked pass does not force a Joker while another card fits. A Joker is compulsory only when no regular card can play. The same rule applies to every player, including the computers. The round cannot end as blocked while someone still has a Joker.
  7. Empty your hand, or finish with fewer points. First empty hand wins. When the draw pile runs out, do not reshuffle. Keep playing legal cards; blocked turns pass automatically. The round ends after every player passes in a row. Add the points left in each hand. The lowest total wins regardless of how many cards remain, and a tie for lowest is a draw.
  8. Cards left cost points. 2–10 count at face value. Jack, Queen and King are 10 each. Ace is 30. A leftover Joker is 50; its called value never changes its point value. At the end, every hand and its point total are revealed. The end screen says WINNER, BLOCKED, or DRAW. Select Game details for the hands and points. My Games lists newly completed games, opponents and results, saved in this browser.
  9. Take turns starting. You start the first round. The starting player alternates each new round.

FRESH CARDS?

Deal a new round?

This ends the current round without counting a win.

Round Recap

2–10: face value · J/Q/K: 10 · Ace: 30 · Joker: 50

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