
Who wins the trick?
The number on the front of a card determines its value. A card with the number 14 holds
the highest value and the card with X/0 is the lowest. The winning card is the highest trump
card. If there is no trump card in the trick, the highest card of the requested colour wins (the
colour of the first card played in the trick). All other colours are considered lower, even if a
card shows a higher value.
If you win the trick, pick up the cards and place them face down in a separate pile in front
you, so that everyone can see how many tricks you have won. You must start the next trick.
Action cards
Some cards have a special eect. The rules described above must also be applied when
playing these Action cards:
(0/X) Blocking card: You can play this card as a regular card, with a value of 0.
Or you may choose to use this card to block any previously placed card played
by another player. In this case, place the blocking card face down on top of the
selected card, eliminating both cards from this trick. If applicable, this action
also cancels out the special eect of that card. (In a 2-player game all cards are
blocked by this action: no one wins the trick and both cards are set aside, out of
play. The player that won the previous trick starts the next round.)
If the first card that started the trick is blocked, the next card played becomes the requested
colour. Only one card can be used as a blocking card per trick. Players cannot start a trick by
using its special eect.
(4) Reversal card: When someone plays a 4, it is not the highest but the lowest
card that wins the trick. Trump cards are still the highest value cards, followed by
the requested colour. The lowest card of another colour wins the trick. If two are
cards are equally low, the last lowest card played wins the trick.
Two reversal cards cancel each other out and normal rules apply (see “Who wins
the trick” above).
Write down the scores for each player and start a new round. The player to the left of the last
dealer becomes the new dealer and the player to their left starts the new round.
Who wins?
The player who has the most points (or the least penalty points) at the end of the last round
wins the game!
Game variants
For novice players
Play without a trump colour. Players must follow suit and all other colours are lower than the
requested colour. The dierence between the tricks you won and the number you predicted
will earn points as follows:
Dierence 0* 1 2 3 4 5 or more
Points 6 4 3 2 1 0
* Correct prediction
For experienced players
Instead of playing a fixed number of rounds, you determine in advance how many points
must be earned to win the game.
Want an even more challenging game? Turn over the trump card after all players have
chosen their prediction card.
EN Score points by predicting the number of tricks you will win in each round. Think carefully
because an incorrect prediction will earn you penalty points. Get ahead by making good use
of the (special) cards, but also by intentionally losing tricks to make your prediction come
true. The player who does this best wins the game!
Content and set-up
70 playing cards, game rules (Not included: pen and paper to keep score.)
A game consists of several rounds, depending on the number of players:
Players 6 5 4 3 2*
Rounds 6 5 4 6 6
* In a 2-player game, remove all cards of one colour from the game.
A Round
Shue the cards and deal each player the number of cards shown below, face down:
Players 6 5 4 3 2
Cards 11 13 14 14 15
Stack the remaining cards face down in the centre and turn over the top card. The colour of
this card is the trump colour for this round.
The prediction card
Look at your cards and determine how many tricks you expect to win in this round. If you
think you can win 4 tricks, take a 4 card from your hand and place it face down on the table
in front of you. If you don’t have a 4, choose the next closest card to that value, for example
the 3. The 3 then becomes the target number of tricks you must win to make your prediction
come true. It also determines the number of points you will earn this round if you succeed.
The 6 card (“6th Sense”) can be used to predict either 6 or 9 tricks, giving you more chances
to make your prediction come true.
A trick
A round consists of several tricks. Starting with the player to the left of the dealer, all players
take turns (in a clockwise direction) to play one card from their hand and place it face up onto
the table. Follow these rules for playing a card:
- The first player may start with any card and thereby determines the requested colour.
- Each subsequent player must follow suit, i.e. you must add a card of the same colour if you
can.
- If you do not have a card of the same colour, play a card of your choice. This can be a trump
card.
The trick ends when all players have played one card.
Example: Blue is trump. Player 1 starts with a high trump card (10) which is also the
‘requested colour’. Player 2 plays a reversal card (4) of a dierent colour. From this
moment on, the lowest card wins the trick. Players 3 and 4 also have no trump cards and
each play a 1. Player 4 was the last to play the lowest card and wins the trick.
1 2 3 4
(6) 6
th
Sense: When you play a 6, indicate what value the card has (either 6 or 9).
Your choice is fixed until the end of the trick and cannot be changed.
(8) Peek card: If you start the trick with an 8 then, when that trick is
completed, you may look at the winner’s prediction card.
(12) Double trick: If a 12 is played by any player during a trick, the winner of that
trick may choose to split the trick into two piles and earn 2 tricks instead of 1. This
choice is fixed until the end of the round and cannot be changed.
End of the round
The round ends after all cards have been played. Each player counts the number of tricks
they won and then reveals their prediction card. If you have correctly predicted the number of
tricks won, you score as many points as the number on your prediction card.
If your prediction was wrong, deduct the dierence between the number of tricks you won and
the number on your prediction card. It is possible to have a negative score. Some examples:
Prediction Tricks won Points
4 6 -2
4 2 -2
4 4 4
6/9 7 -1*
* With the “6th Sense” card, both predictions (6 and 9) are valid. 6 is closest to 7, so -1 point.
Example: Blue is trump. Player 1 plays a yellow card (3) and yellow becomes the requested
colour. Player 2 has no yellow and plays a high card of a dierent suit (11). Player 3 follows
suit and plays a higher value card to try to take the trick (5). Player 4 also has no yellow
card but plays a low trump card (2) instead and therefore wins the trick.
2 3 4
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