Card games for mates who don't trust each other.
Nothing is saved. Tables vanish a few hours after the last card. No refunds. Toilets are for customers only.
You'll get a 4-letter code to send round. Nothing is saved.
Waiting for the host to start. 2 to 6 can play.
Cards don't carry points themselves. A card scores by winning the trick. The 5 of trumps nearly always wins its trick and the bonus, which is why it feels like it's worth 10.
Worked example: you bid 20, win 3 tricks (15) and played the best trump (+5). That's 20, bid made, you score 20. Win only 2 tricks (10) and you're 10 short, so you lose 20 instead.
Everyone plays for themselves. First to 110 points wins. Each hand is five tricks, and each trick is worth 5. Whoever plays the best trump in a hand gets 5 extra, so there are 30 points in every hand.
You get 5 cards. Starting left of the dealer, each player bids 15, 20, 25 or 30 (more than the bid before) or passes. The dealer goes last and may hold by matching the top bid. If everyone passes, the dealer is stuck with 15.
You are betting you will score at least that much this hand. Make it and you keep your points. Miss it and you lose the bid from your score. Everyone else just scores what they took.
The winning bidder names the trump suit and picks up the 3-card kitty, then throws away down to 5. Everyone else can throw any cards they like and draw back up to 5.
The player to the left of whoever called trumps leads the first trick (the bidder plays last on it). You may always play a trump. If a plain suit is led, follow suit or trump. If a trump is led, you must play a trump if you have one.
Reneging: the 5, the Jack, the Joker and the Ace of Hearts can be held back when a lower trump is led. The 5 can never be forced out.
Highest trump wins the trick. No trumps played? Highest card of the suit led wins. The winner leads the next trick.
Trumps (high to low): 5, Jack, Joker, Ace of Hearts, Ace, King, Queen, then the rest. The Ace of Hearts is always a trump, no matter what suit is called.
In red suits the numbers run high to low (10 beats 9). In black suits they run low to high (2 beats 3). The old saying: highest in red, lowest in black.
Plain (non-trump) suits: King, Queen, Jack, then the numbers in that same red or black order. A plain Ace is low in red and sits just under the Jack in black.
Bid 30 and take all five tricks for a jink, worth 60. Once you are on 100 or more you must bid to go out: tricks won as a non-bidder do not count. The bidder goes out first if both reach 110 in the same hand.
If two or more share the lowest card, they all lose a life. Lives are set in the lobby (2, 3 or 5). The deal moves left each round.
Askers take turns picking a yes/no question from the list. The game answers it (so nobody can fib) and everyone hears it. Tap faces to grey them out as you rule them out.
Early questions that split the board in half are best (hat? glasses? pint?). Don't guess on a hunch with four faces left unless you fancy watching from the sidelines.
Play one or more cards of the same rank, equal or higher than the top of the pile. Ace is high. Draw back to 3 while the deck lasts. Can't go? Pick up the whole pile.
Swap any of your 3 hand cards with your 3 face-up cards (you want 2s, 10s and high cards on the table for the end). Tap Ready. Whoever holds the lowest card starts.
Hand empty and deck gone? Play from your face-up cards. Those gone? Flip your face-down cards blind, one at a time. If the flipped card is legal it plays; if not, you pick up the pile and the card. No peeking.
Six players uses two decks.
Tap any card for what it does and how to play it. Cards you don't play just stay in your hand.
Lay a property. Deeds go on your table in their colour. Wild deeds pick one of their colours (and can be moved on your turn for free).
Bank it. Money is scarce (only 12 money cards in a deck of 110, and a third of the deck is actions you play on other people), so bank action cards you don't need. Money cards go in your bank. Action and rent cards can be banked instead of played, for the value in their corner. Banked cards never come back out, except to pay people.
Play an action. Rent, Bailiff and Whip-round make people pay you. Pickpocket, Swap and Hostile Takeover take property. Payday draws cards. House and Hotel boost rent on a complete set.
You pay only with cards on your table: bank first, or properties if you must. Never from your hand. Nobody gives change, so paying 5M with a 10M card is a 10M loss. If you cannot cover it, you hand over everything on your table and that settles it. Properties you pay with go onto the other player's table.
When someone plays an action against you, you can throw a No Chance to cancel it. They can throw one back to cancel your cancel, and so on. Playing it doesn't use one of your 3 plays.
Squatters take any one deed, even out of a complete set. Smash and Grab takes two deeds from one player (not from complete sets). Bank Job lifts 5M straight out of someone's bank, biggest notes first, no paying with deeds. Nicked puts a player in the cells for 3 turns: each turn they roll two dice (a double frees them) or pay 10M bail to whoever nicked them, otherwise they sit it out. Grass shows a player's hand to everyone for 3 turns. Wrecking Ball takes every deed a player has, table and hand (insured sets survive). Flood washes one random deed out of everyone's incomplete sets, no blocking. Land Grab takes a random deed from every other player. Mugging lifts a random card from a hand. Hand Swap trades whole hands. Insurance sits on one of your sets and soaks up the next steal, swap, takeover or Bulldozer aimed at it. Council Tax makes everyone pay you 1M per complete set they hold. Torch burns one player's whole hand back into the deck (one in the deck, blockable). Bulldozer flattens a whole set on someone's table, deeds, House and Hotel, and shuffles the cards back into the deck. No Chance stops the first three; nothing stops the Bulldozer.
Each colour needs 2, 3 or 4 deeds to be complete. Rent goes up with every deed you have in that colour. Dual-colour Rent cards charge everyone; the Any Rent card charges one player. Rent Hike doubles it but uses a play.
A complete set can't be pickpocketed or swapped out of, only taken whole by a Hostile Takeover. Lose a card from a complete set and any House or Hotel on it is binned.