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
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.
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.
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.


