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The Game

1-5 players·20 min·Cooperative

The Game

Based on the game by Steffen Benndorf

A cooperative game about putting cards in order, but you can’t say which cards you have. Work up to playing all 98 cards perfectly in order.

Setup

Running numbers 2-99 (98 cards total) — full Clubs/Spades/Hearts/Diamonds (skip Clubs 0 and 1) plus 0-9 from Caps, Switches, Planets, Stars

Clubs2–A
Spades0–A
Hearts0–A
Diamonds0–A
Caps0–9
Switches0–9
Planets0–9
Stars0–9

Also needed: 4 pile markers (unused cards or scraps of paper)

The Game uses cards by their running number — the small number printed in the top-right corner of every ZSA card. Each running number is unique across the whole deck. You need running numbers 2 through 99 — that's 98 cards.

Which cards that is, in order:

  • Clubs ranks 2-9 give you running numbers #2-#9 (8 cards). Example: Clubs 5 is #5.
  • All 70 numbered cards (ranks 0-9) from the remaining 7 suits give you running numbers #10-#79. Example: Spades 0 is #10, Hearts 0 is #20, Switches 5 is #55, Planets 6 is #66, Stars 9 is #79.
  • The face cards (X, J, Q, K, A) from Clubs, Spades, Hearts, and Diamonds give you running numbers #80-#99. Example: Clubs X is #80, Diamonds A is #99.

98 playing cards total, numbered #2 through #99.

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A few example cards by running number — #2 (Clubs 2), #20 (Hearts 0), #55 (Switches 5), #66 (Planets 6), #79 (Stars 9), #80 (Clubs X), #99 (Diamonds A). Look for the small number in each card's top-right corner.

You need 4 pile markers to indicate the four piles. Use 4 unused cards (the #0, #1, or any face card you set aside will do) or scraps of paper labeled:

  • ↑1 — ascending pile, starts at 1
  • ↑1 — second ascending pile, starts at 1
  • ↓100 — descending pile, starts at 100
  • ↓100 — second descending pile, starts at 100

Place the 4 pile markers in a row in the center of the table. Shuffle all 98 cards and deal each player a hand according to the player count:

Players Cards per hand
1 8
2 7
3–5 6

Place the remaining deck face-down as the draw pile.

Opp
↑1↑1↓100↓100
Draw
Youcurrent
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2-player setup (one hand shown). Each player gets 7. The 4 pile markers sit in the middle of the table: two ↑1 ascending piles and two ↓100 descending piles. The leftover deck is the draw pile.

Gameplay

Choose a player to go first however you would like. Players take turns clockwise. On your turn, you must play at least 2 cards from your hand onto any of the four piles — you may play more if you like. Then draw back up to your hand size from the draw pile.

You may spread your 2 (or more) cards across multiple piles or stack them all on one.

Pile rules

  • Ascending piles (↑1): Each card you play must have a higher running number than the card currently on top. The pile starts at 1, so your first card just needs to be anything #2 or above.
  • Descending piles (↓100): Each card you play must have a lower running number than the card currently on top. The pile starts at 100, so your first card just needs to be anything #99 or below.

After you've played your cards, draw back up to your hand size and play passes clockwise.

The backwards trick

There's one exception to the pile rules. If you have a card that is exactly 10 away in the wrong direction, you may play it.

  • On an ascending pile (↑1), you may play a card that is exactly 10 lower than the top card. Example: on a pile showing #63, you may play #53. The pile is still ascending — your next play onto it still has to be higher than #53.
  • On a descending pile (↓100), you may play a card that is exactly 10 higher than the top card. Example: on a pile showing #40, you may play #50. The pile is still descending — your next play onto it still has to be lower than #50.

You can use the backwards trick multiple times in a single turn, either one after another, or mixed with normal plays.

Communication

You may not reveal specific numbers in your hand. You can make general statements.

Fair game:

  • "Don't play on that pile, I've got something good for it."
  • "I really need to go next."
  • "Someone please bail out the left pile."
  • "I can't help with the right descending pile at all."

Off limits:

  • "I have a 42."
  • "I've got the 53 for the backwards trick on that 63."
  • "If you play any 6 or higher, I'm stuck."

Game end

When the draw pile is empty, the minimum per turn drops from 2 cards to 1 card. The game ends when a player cannot play the required minimum on their turn.

  • If every card has been played to the piles — all 98 placed — you win. Perfect score.
  • Otherwise, count the cards remaining (in hands and the partially-dealt draw pile). That's your score; lower is better.

A perfect win (all 98 played) is difficult. If you want an easier start, count remaining cards when you get stuck. Fewer remaining cards is a better score. Try to beat your record each time you play.