Rules · 7 chapters · 5 min read

Everything you
need to know.

The same rules as in the app, here to read and share. Save them as a PDF to take along.

Read the rules
01 · The deck110 cards

76 numbers, 34 actions.

Every number card counts its value. Every action card counts 11 , more than any number. The number is in the top right corner of the card.

11Action cards always count 11 points. You don't want them in your hand at the end. All nine below in chapter 05.
02 · Setup

Four cards, laid out blind.

1Everyone gets 4 cards (4–6 adjustable) and lays them face down in front of them without looking.
2The rest forms the draw pile. The top card is turned over and starts the discard pile.
3Everyone may look at 2 of their cards once. Then play starts, clockwise.
DRAW PILE
DISCARD
03 · A turn

Draw. Then swap or discard.

From the draw pile
Look at the card. Then swap it for one of yours (the old one goes face up onto the discard pile) or discard it right away.
From the discard pile
Take the top number card. You know what you get. It must be swapped for one of your cards. Action cards may not be picked up.
Drew an action card
You decide whether to play it. Either way it is discarded afterwards, it never goes into your hand.
!
Action card discarded from hand
If you replace a hand card and it was an action card, you may play that one too before your turn ends.
04 · Matching number

Same number face up? Throw it in.

When a number card lands face up on the discard pile, anyone else who has the same number face down may discard it immediately, even outside their own turn. Up to 2 cards per window.

=
5
At the table, the fastest wins. In the app the window stays open for a few seconds. Whoever is right gets rid of the card, without a replacement.
House rule penalty card: Whoever taps the wrong card draws an extra card.
05 · Action cards34 cards · 11 points each

Spy, swap, protect, disrupt.

You may play them immediately, one per turn, but you don't have to. Protected players cannot be targeted.

06 · The call

Whisper “Mystic”.

If you think you hold the fewest points, whisper “Mystic” at the start of your turn, no earlier than after the first full round.

1Everyone else gets exactly one more turn.
2If you're right: 0 points for you, everyone else counts.
3If you're wrong: your points + 5 penalty points, and everyone counts their hand, even the best one.
07 · End & scoring

Two ways to end a round.

No cards leftWhoever gets rid of all their cards first wins the round immediately.
“Mystic”After the call everyone gets one more turn, then the count begins.
Example count
Fewest points = 0 recorded. Everyone else notes their hand. After the agreed number of rounds, whoever has the fewest in total wins.