Welcome to 90-number Bingo, where the excitement and joy of traditional bingo combine with the convenience of modern technology. Below, you'll find a helpful guide to make the most of your gaming experience.
Starting the game: The game begins with an exciting countdown. Once it ends, we start calling out the numbers one by one. Your task is to pay attention to the numbers that appear.
How to mark numbers: When one of the announced numbers matches one of yours on the card, simply tap that number to mark it.

How you can call:
Line: When you mark all the numbers in a row on any of your cards, the game will automatically call "LINE!". This means you have achieved the first major success in the game.

Double line: Similarly, if you manage to mark all the numbers in two of the three rows on a card, "DOUBLE LINE!" will automatically be called.
Bingo: The ultimate goal is to cover all the numbers on a card. When you achieve this, the game will call "BINGO!", celebrating your great triumph.

The jackpot: For those looking for a little more excitement, there is a jackpot. This special prize is won if you shout "Bingo" before 60 numbers are called.
Prize distribution: Prizes will be distributed equally among the players who call line, double line, or bingo.
Visibility of opponents' progress: Depending on how your device is oriented, you can see how many numbers your opponents need to reach their goals. This feature adds an additional layer of strategy and competition to the game.
We hope this guide helps you fully enjoy our 90-number Bingo game. Remember, the important thing is to have a good time and enjoy every moment of the game. Good luck and let the fun begin!
Welcome to our 75-number Bingo game, where tradition meets technology to offer you a unique and exciting gaming experience. Here is a step-by-step guide to help you navigate and enjoy the game.
Starting the game: The game starts with an anticipation-filled countdown. Right after, the numbers begin to be announced one by one. Your task is to stay alert and ready for action.
How to mark numbers: If you see that one of the announced numbers is on your card, simply tap that number to mark it. Our application is smart and will immediately recognize this action, updating your game status accordingly.

How you can call:
Line: When you mark all the numbers in a row, column, diagonal, or the four corners on any of your cards, the game will automatically call "LINE!". This means you have achieved the first major success in the game.

Double line: Similarly, if you manage to mark all the numbers in two lines, "DOºUBLE LINE!" will automatically be called.
Bingo: The ultimate goal is to cover all the numbers on a card. When you achieve this, the game will call "BINGO!". At that moment, the game will automatically call "BINGO!", proclaiming your victory.

The jackpot: For game enthusiasts seeking even more excitement, we offer a jackpot. This prize can be won if you shout "Bingo" before 45 numbers are called, thus increasing the tension and joy of the game.
Prize distribution: Prizes will be distributed equally among players who call Line, Double Line, or Bingo.
Visibility of opponents' progress: Depending on how your device is oriented, you can see how many numbers your opponents need to reach their goals. This feature adds an additional layer of strategy and competition to the game.
This guide is designed to ensure that your experience with our 75-number Bingo game is as enjoyable and exciting as possible. With a perfect combination of tradition and modern technology, we hope you find each game as stimulating as it is satisfying. Remember to enjoy the game and the community spirit that Bingo offers. Good luck and let the fun begin!
Welcome to our 60-number Bingo game, where tradition meets technology to offer you a unique and exciting gaming experience. Here is a step-by-step guide to help you navigate and enjoy the game.
Starting the game: The game starts with an anticipation-filled countdown. Right after, the numbers begin to be announced one by one. Your task is to stay alert and ready for action.
How to mark numbers: If you see that one of the announced numbers is on your card, simply tap that number to mark it. Our application is smart and will immediately recognize this action, updating your game status accordingly.

How you can call:
Line: When you mark all the numbers in a row, column, diagonal, or the four corners on any of your cards, the game will automatically call "LINE!". This means you have achieved the first major success in the game.

Double line: Similarly, if you manage to mark all the numbers in two lines, "DOUBLE LINE!" will automatically be called.
Bingo: The ultimate goal is to cover all the numbers on a card. When you achieve this, the game will call "BINGO!". At that moment, the game will automatically call "BINGO!", proclaiming your victory.

The jackpot: For game enthusiasts seeking even more excitement, we offer a jackpot. This prize can be won if you shout "Bingo" before 42 numbers are called, thus increasing the tension and joy of the game.
Prize distribution: Prizes will be distributed equally among players who call Line, Double Line, or Bingo.
Visibility of opponents' progress: Depending on how your device is oriented, you can see how many numbers your opponents need to reach their goals. This feature adds an additional layer of strategy and competition to the game.
This guide is designed to ensure that your experience with our 60-number Bingo game is as enjoyable and exciting as possible. With a perfect combination of tradition and modern technology, we hope you find each game as stimulating as it is satisfying. Remember to enjoy the game and the community spirit that Bingo offers. Good luck and let the fun begin!
Welcome to the fascinating world of Cinquillo, a card game that combines strategy, mental agility, and a bit of luck. Here is a detailed guide on how to play this classic game, perfect for gatherings with friends or family game afternoons. Get ready to dive into the rules and start enjoying exciting games.
Card distribution: At the beginning of each game, the cards are dealt evenly among the players. This initial moment is crucial as it determines what options you start the game with.
Starting the game: The game always starts with a special moment. The player who has the 5 of golds has the honor of starting by playing this card on the table. This marks the beginning of the action and sets the tone for the competition to come.

Continue the sequence: When it is your turn, you will have the opportunity to continue the sequence that is already in play. You can choose to continue ascending (upwards) or descending (downwards) by adding a card that follows the sequence on the table. This moment requires strategy and planning, as the decision you make can affect the course of the game.

Start a new sequence: If you find yourself in a situation where you cannot or prefer not to continue the current sequence, you have the option to start a new one. This is done by placing another 5 - this time of cups, swords, or clubs - on the table. This action can radically change the course of the game, with new opportunities and challenges.

Skip turn: There will be moments when you simply cannot play any card. In these cases, the game automatically passes to the next player. Knowing when it is time to hold back and wait can be as important as knowing when to act.
End of the game: The tension builds as the game progresses and culminates when a player manages to get rid of all their cards. This triumphant moment not only declares the winner of the game but also invites reflection on the strategies used during the game.
The jackpot: For game enthusiasts seeking even more excitement, we offer a jackpot. This prize can be won if you manage to win 5 consecutive games.
Cinquillo is more than just a card game; it is an opportunity to exercise the mind, enjoy the company of others, and, of course, have a good time. Each game is a new adventure, full of unexpected possibilities. So shuffle the cards, deal them, and get ready for an unforgettable gaming experience. Good luck!
Welcome to the world of Chinchón, the classic card game that will keep you on the edge of your seat. Here we provide all the information you need to start playing and enjoy a game full of strategy and fun. Get ready for a unique gaming experience, ideal for those moments when you want a quick but intense game.
Game preparation: At the beginning, seven cards are dealt to each player, and one card is placed face up next to the central deck, which is face down. This initial setup is crucial to developing your game strategy.
Starting the game: The first player has the opportunity to start the game by choosing between drawing a card from the central deck or taking the card that is already face up. After this choice, the player must discard a card and pass the turn to the next player.

Objective of the game: Your mission is to form groups of cards in two main ways: with groups of cards of the same number (trios and poker) or sequences of cards of the same suit. These groups are essential for advancing towards victory.


Game development: It is important to note that you cannot close the game during the first round; you must wait until the second round to try to achieve this goal.
Value of the cards: Numbered cards retain their face value, while face cards (jack, knight, and king) are worth 10 points. The ace of golds becomes a key piece of the game, as it acts as a wild card and can substitute for any other card to complete a group.


Closing the game: A player can declare the end of the game if they manage to form valid groups with all their cards, after all players have had at least one turn. You can also close if the player has six linked cards in valid groups and the remaining card has a value of 1, 2, or 3. To close, it is necessary to discard a card face down on the table.



End of the game and scoring: Once a player decides to close, all players show their cards. Points are counted based on the cards that are not part of valid groups. Scoring is based on the value of each unlinked card.
Types of closures:
- With a card of value 1, 2, or 3: A player can close if they have all cards combined except one, which must have a value of 1, 2, or 3. At this moment, players show their combinations and can add cards to the combinations of other players.
- With all cards linked (-10): A player can close if they have all cards combined. They then subtract 10 points from their score, and other players cannot add cards to the remaining combinations.
- Chinchón: If a player closes with a perfect sequence of seven consecutive cards of the same suit, this is called Chinchón, and they automatically win the game.
- Chinchón with a wild card (-25): If they close with a Chinchón that includes the wild card, 25 points are subtracted from the closing player's score.
Re-engagement: If a player exceeds 50 points, they are eliminated. However, they can re-engage once, assuming the points of the player with the highest score.
Winner: The winner is the last player who has not been eliminated for exceeding 50 points or calls chinchón.
Welcome to the dynamic world of Chinchón Express, a quick and exciting variant of the classic card game that will keep you on the edge of your seat. Here we provide all the information you need to start playing and enjoy a game full of strategy and fun. Get ready for a unique gaming experience, ideal for those moments when you want a quick but intense game.
Game preparation: At the beginning, seven cards are dealt to each player, and one card is placed face up next to the central deck, which is face down. This initial setup is crucial to developing your game strategy.
Starting the game: The first player has the opportunity to start the game by choosing between drawing a card from the central deck or taking the card that is already face up. After this choice, the player must discard a card and pass the turn to the next player.

Objective of the game: Your mission is to form groups of cards in two main ways: with groups of cards of the same number (trios and poker) or sequences of cards of the same suit. These groups are essential for advancing towards victory.


Game development: It is important to note that you cannot close the game during the first round; you must wait until the second round to try to achieve this goal.
Value of the cards: Numbered cards retain their face value, while face cards (jack, knight, and king) are worth 10 points. The ace of golds becomes a key piece of the game, as it acts as a wild card and can substitute for any other card to complete a group.


Closing the game: A player can declare the end of the game if they manage to form valid groups with all their cards, after all players have had at least one turn. You can also close if the player has six linked cards in valid groups and the remaining card has a value of 1, 2, or 3. To close, it is necessary to discard a card face down on the table.



End of the game and scoring:
Welcome to the captivating world of Domino, a classic game that has brought people of all ages together around a table for hours of strategy and fun. Below, we present a comprehensive guide on how to play this timeless game, perfect for both beginners and seasoned domino players looking to refresh their skills.
Preparation: We start with a standard set of 28 domino tiles, each with a unique combination of numbers (or "pips") on each end. At the beginning of the game, each player receives 5 tiles, selected at random, and the rest are set aside as the "boneyard" for future draws.
Starting the game: The game begins with the player holding the highest double tile (i.e., the same number on both ends) placing it in the center of the table. This moment marks the official start of the game and sets the point of departure for subsequent plays.

Turn development: In a rotating sequence, players will add their tiles to the chain of play, ensuring that the numbers match one of the open ends. This simple rule is key to weaving strategies and anticipating opponents' moves.
When to pass: If, on your turn, you do not have a tile that matches the numbers at the ends of the chain, you must "pass." This action can alter the course of the game, as it introduces an element of luck and uncertainty to the match.
End of the game: The game can end in two ways: when a player successfully places all their tiles on the table or when the game is blocked because no player can make a valid move. This final moment often arrives charged with anticipation and emotions.
Scoring: At the end of the round, the player who has placed all their tiles is declared the winner, while the other players count the points based on the tiles they still have in hand. These points are added to the overall score, and several rounds are played to determine the final winner. The winner is the player who does not exceed 30 points while all other players do.
Re-engagement: If a player exceeds 30 points, they are eliminated. However, they can re-engage once, assuming the points of the player with the highest score.
The jackpot: For game enthusiasts seeking even more excitement, we offer a jackpot. This prize can be won if you manage to win 5 consecutive games.
Domino is more than just a tile game; it's an opportunity to develop strategic thinking, improve calculation skills, and, above all, have a good time in good company. With each game, you will discover new tactics and ways to play, making each encounter around the domino tiles a unique and memorable experience. Let the game begin!
Welcome to the captivating world of Domino Express, a fast and exciting version of the classic tile game. This game brings people of all ages together to enjoy hours of strategy and fun. Below, we present a comprehensive guide on how to play this accelerated version of domino, perfect for both beginners and veterans seeking a quick challenge.
Preparation: We start with a standard set of 28 domino tiles, each with a unique combination of numbers (or "pips") on each end. At the beginning of the game, each player receives 5 tiles, selected at random, and the rest are set aside as the "boneyard" for future draws.
Starting the game: The game begins with the player holding the highest double tile (i.e., the same number on both ends) placing it in the center of the table. This moment marks the official start of the game and sets the point of departure for subsequent plays.

Turn development: In a rotating sequence, players will add their tiles to the chain of play, ensuring that the numbers match one of the open ends. This simple rule is key to weaving strategies and anticipating opponents' moves.
When to pass: If, on your turn, you do not have a tile that matches the numbers at the ends of the chain, you must "pass." This action can alter the course of the game, as it introduces an element of luck and uncertainty to the match.
End of the game: The game can end in two ways: when a player successfully places all their tiles on the table or when the game is blocked because no player can make a valid move. This final moment often arrives charged with anticipation and emotions.
Scoring: At the end of the round, the player who has placed all their tiles is declared the winner, while the other players count the points based on the tiles they still have in hand.
The jackpot: For game enthusiasts seeking even more excitement, we offer a jackpot. This prize can be won if you manage to win 5 consecutive games.
Domino Express is more than just a tile game; it's an opportunity to develop strategic thinking, improve calculation skills, and, above all, have a good time in good company. With each game, you will discover new tactics and ways to play, making each encounter around the domino tiles a unique and memorable experience. Let the game begin!
Welcome to the fascinating world of Tute, a traditional card game that requires strategy and skill. Below, you will find a comprehensive guide on how to play Tute, perfect for both beginners and experienced players.
Objective of the Game: Tute is a card game played with a Spanish deck of 40 cards. The goal of the game is to accumulate 101 points to win the match. Rounds are played until a player or pair reaches this score.
Game Preparation: The game is played with 4 players, forming two pairs. Players from the same pair sit opposite each other. A Spanish deck of 40 cards (without jokers) is used. After dealing the cards, the bottom card of the remaining deck is turned over to establish the trump suit.
Value of the Cards: Ace is worth 11 points, Three is worth 10 points, King is worth 4 points, Knight is worth 3 points, Jack is worth 2 points. Cards 7, 6, 5, 4, and 2 have no point value.
Game Development:
Dealing: 10 cards are dealt to each player.
Starting the Round: The player to the right of the dealer starts the first trick. Players must follow these rules: If they have cards of the same suit as the leading card, they must play one of those cards. If they do not have cards of the same suit, they must play a card of the trump suit if they have one. If they have neither, they can play any card.
Winning the Trick: The trick is won by the player who has played the highest trump card. If no trumps are played, the trick is won by the highest card of the leading suit.
Scoring: At the end of each trick, the points of the won cards are added to the total of the pair winning the trick. Additionally, the player who wins the last trick adds 10 points.
Special Combinations: If a player has all four kings or all four knights, they say "tute" and win the match immediately. Having the king and the knight of the trump suit provides an additional 40 points. Having the king and the knight of a non-trump suit provides an additional 20 points. To be able to declare these combinations, a trick must be won first.
End of the Match and Scoring: The match is played over several rounds until a player or pair accumulates 101 points. At the end of each round, the points of the won cards and special combinations are counted.
Winning: The match is won by the pair that first accumulates 101 points.
Tute is not only a card game but an opportunity to develop strategic skills and teamwork. Each match offers a unique experience filled with exciting moments and intellectual challenges. Let the game begin!
Welcome to Kitty Memory, a classic game that will test your memory and observation with the adorable characters of Lua Chat!
Preparation: The game starts with a table of cards face down. Each card shows one of the different Lua Chat kittens. There are pairs of identical cards, and the goal is to find and match all the pairs.
Starting the game: The player who starts the game turns over two cards in their turn, showing them to all players. If the cards match, the player removes them from the board and can turn over two more cards. If they do not match, the cards are turned back face down, and the turn passes to the next player.
Game development: Players continue turning over two cards per turn, trying to remember the location of each kitten. Memory and observation are key to remembering where the pairs of kittens are.
End of the game: The game ends when all pairs of cards have been matched and removed from the board. The player with the most pairs of cards won is declared the winner.
Scoring: Each pair of cards matches a point. The points are added up, and the winners are determined at the end of the game.
Memory is more than just a card game; it is an opportunity to improve your memory and have fun with the adorable kittens of Lua Chat. Each game offers new opportunities to challenge your mind and enjoy the game with your friends and family. Let the game begin!
Welcome to the exciting world of Guinyot, a traditional card game that requires strategy and skill. Below, you will find a comprehensive guide on how to play Guinyot, perfect for both beginners and experienced players.
Objective of the Game: Guinyot is a card game played with a Spanish deck of 40 cards. The goal of the game is to reach 101 points to win the match. Rounds are played until a team reaches this score.
Game Preparation: The game is played with 4 players, forming two pairs. Team members sit alternately around the table. A Spanish deck of 40 cards (without jokers) is used. After dealing the cards, the last card of the remaining deck is turned over to establish the trump suit.
Value of the Cards: Ace is worth 11 points, Three is worth 10 points, King is worth 4 points, Jack is worth 3 points, Knight is worth 2 points. Cards 7, 6, 5, 4, and 2 have no point value.
Game Development:
Dealing: Six cards are dealt to each player. The next card is shown to determine the trump and placed under the remaining deck.
Initial Phase: The first rounds are played while there are still cards in the deck to take after each trick.
- The player starting the trick can play any card. Following players do not have to follow the rules of leading, mounting, and trumping. They can freely play any card they wish.
- Changing the trump 7: If a player has the 7 of the trump suit and has won a trick, they can exchange this 7 for the card marking the trump.
- Declaring: A player can "declare" if they have the king and the jack of the same suit, but only after winning a trick. This must be done immediately after collecting the trick and before discarding another card.
Dragging Phase: This phase begins when there are no more cards in the deck. Here, the rules of play are stricter.
- Obligation to follow suit: If you can, you must follow the suit that has been played.
- Mounting: If you have a higher card than those already played of the same suit, you must play it to try to win the trick.
- Trumping: If you cannot follow the suit because you do not have cards of that suit, you must play a card of the trump suit. If you do not have trumps or cannot overtake the trumps on the table, you can discard any card.
- Not killing the partner: During the dragging phase, when a partner is winning the trick, the other team member should not "kill" that card (i.e., should not overtake it with a higher card of the same suit or a higher trump), they may choose to play another card regardless of the rules of mounting or trumping.
Scoring:
- Declarations: Declaring with the trump suit is 40 points ("the forties") and with any other suit is 20 points ("the twenties").
- Last ten: The last trick of the round is worth an additional 10 points.
- Trick: Each card won in each trick accumulates for the final score of the round.
Ending the Round: The round ends when all cards have been played. The score is counted based on the accumulated cards and declarations. The team that first reaches 101 points wins. If no team reaches 101 points at the end of the round, another round is played.
Belote is a card game for 4 players played in pairs. The objective is to be the first pair to reach 501 points. If after 1 round, no one scores 501 points, more rounds are played until a pair reaches the points.
Card values:Cards have different values depending on whether they are trump cards or not:
Non-trump cards: A = 11, 10 = 10, K = 4, Q = 3, J = 2, 9 = 0, 8 = 0, 7 = 0.
Trump cards: J = 20, 9 = 14, A = 11, 10 = 10, K = 4, Q = 3, 8 = 0, 7 = 0.
Determination of trump:5 cards are dealt to each player and one card is placed face up on the table.
Players can "take" the card to choose the trump or "pass".
If everyone passes, a second round is held to choose another trump. If no one chooses, the cards are reshuffled.
Gameplay:The player with the initial hand starts by playing a card. The other players must follow the card with the following rules:
If it is a trump card, they must play a higher trump card, any other trump card, or any other card.
If it is not a trump card, they must play a card of the same suit, a higher trump card, or any other card.
The player who plays the highest trump card or the highest card of the initial suit wins the trick.
Announcements:Special combinations of cards that grant additional points can be made. These announcements are made just before making the first move with the trump already decided.
Brelan: 4 jacks (200 points), 4 nines (150 points), 4 aces/kings/queens/tens (100 points).
Sequence: 5 cards (100 points), 4 cards (50 points), 3 cards (20 points).
Belote and rebelote: The king and queen of the trump are worth 20 points.
Quinte: A sequence of five consecutive cards of the same suit (100 points).
Quarte: A sequence of four consecutive cards of the same suit (50 points).
Tierce: A sequence of three consecutive cards of the same suit (20 points).
10 Last:The last trick of each round adds 10 additional points.
Capote:If a pair wins all 8 tricks in a round, they get 90 additional points.
Scoring:At the end of each round, if the pair that chose the trump scores more points than their opponents, each team adds their points normally. If not, all points go to the opposing team (except Belote and Rebelote points).
Tiebreaks:In case of a tie, the team that won the trick does not add points and these are saved for the winner of the next round.
The main objective of Remigio is to avoid accumulating points. Players try to meld their cards into specific combinations to achieve the lowest possible score. The game is played in multiple hands until only one player remains after eliminating all others.
Start of the Game:The game is played with two decks of 48 cards each, including jokers, for a total of 108 cards.
The next card from the deck is placed face up in the center of the table, and the rest of the deck is left face down next to this face-up card.
Gameplay:The player to the right of the dealer starts the game.
On their turn, a player must take the face-up card from the center or the top card from the deck.
After taking a card, they must discard one of their cards, placing it face up in the center of the table.
The game continues in successive turns with players drawing cards from the deck or the discard pile and discarding a card from their hand.
Melding the Cards:Players must form groups of at least three cards, either:
Cards of the same rank.
Runs of the same suit.
Jokers can substitute for any card to form these combinations.
Cards can be arranged in special combinations:
Flush: All cards of the same suit.
Straight Flush: All cards forming a single run of the same suit.
Remigio: All cards of the same rank.
Closing the Hand:A player can close the hand on their turn if they have all their cards melded.
To close, they discard one card face down in the center of the table and show their combinations.
The other players show their hands and calculate their points according to their unmelded cards.
Scoring:Unmelded cards from each player accumulate points: face cards are worth 10 points and the other cards are worth their rank.
The total points of the unmelded cards are multiplied according to the combination with which the player closed:
Without joker: x2
With flush: x3
Flush without joker: x4
Straight flush: x5
Straight flush without joker: x6
Remigio: x10
The player who closes does not add or subtract points.
Elimination and End of the Game:Players who exceed the set point limit are eliminated. Unlike in Chinchón, rejoining the game is not allowed at any point.
The game continues until only one player remains, who will be the winner.
Hearts is a card game for four players played with a standard deck of 52 cards (without jokers). The objective of the game is to avoid winning tricks that contain hearts or the queen of spades, as these cards add penalty points. The player with the fewest points at the end of the game is the winner.
Preparation:Card distribution: Each player receives 13 cards.
Card exchange: Before each round begins, players must exchange three cards with another player:
First round: three cards to the player on the left.
Second round: three cards to the player on the right.
Third round: three cards to the player opposite.
Fourth round: no exchange.
From the fifth hand onwards, the cycle repeats, starting again with the card exchange to the player on the left.
Gameplay:Start of the Round:
The player with the 2 of clubs starts the first trick by playing this card.
Players must follow suit if they can. If they cannot, they may play any other card.
Hearts or the queen of spades cannot be played on the first trick, even if a player cannot follow suit.
Following and Winning Tricks:Each player must follow suit of the initially played card in each trick if they have a card of that suit.
The player who plays the highest card of the led suit wins the trick and leads the next.
Scoring Points:Each heart card is worth 1 point.
The queen of spades is worth 13 points.
Other cards do not add points.
Shooting the Moon:If a player wins all the heart cards and the queen of spades in one round, they "shoot the moon" and instead of gaining 26 points, the other three players receive 26 points each, while the player who shot the moon receives no points.
End of the Game:The game continues until a player reaches or exceeds 50 points.
The player with the fewest points at that time wins the game.
Welcome to the dynamic and strategic world of Spades, a classic card game where teamwork, tactics, and intuition combine to secure victory. Below is a complete guide to get you playing—great for both beginners and seasoned players.
Goal of the Game:
Be the first team to reach 500 points. Each hand revolves around predicting and then making the number of tricks your team thinks it can win.
Setup:
Use a standard 52-card French deck (no jokers).
Four players play in two teams of two, partners sitting opposite each other.
All cards are dealt (13 to each player).
Bidding:
Before each hand, each player bids how many tricks they expect to win.
The team bid is the sum of both partners’ bids (e.g., 3 + 4 = 7 tricks).
A player may declare Nil (zero tricks): if successful, the team gains +100 points; if failed, -100 points.
A player may declare Grand Slam (all tricks): if successful, the team gains +200 points; if failed, -200 points.
Nil and Grand Slam are individual declarations; if the declarer meets their condition, the bonus applies regardless of the partner’s tricks.
Play:
The player holding the 2 of Clubs (♣2) leads the first trick.
Players must follow suit if able; if not, they may play a Spade (♠) or any other card.
Spades (the trump suit) cannot be led until they are broken—that is, someone has played a spade to a trick because they couldn’t follow suit.
The highest card of the led suit wins the trick unless a Spade is played; then the highest Spade wins.
The winner of a trick leads the next.
Scoring:
If a team meets or exceeds its bid, it scores 10 points per bid trick (e.g., bid 7 and win 8 → 70 points, plus one overtrick).
Each overtrick (a “bag”) adds +1 point, but collecting 10 bags incurs a -100 penalty and the bag count resets.
If a team fails its bid, it loses 10 points per bid trick.
Nil made: +100; Nil set: -100.
Grand Slam made: +200; Grand Slam set: -200.
End of the Game:
Play continues until a team reaches 500 points. The team with the higher score wins.
Strategy Tips:
Count the spades remaining to gain tactical advantage.
Avoid overbidding: consistent contract-making beats risky optimism.
Coordinate with your partner through smart, indirect signaling via play choices.
Save high spades for key moments or to lock down critical tricks.
Break spades at the right time to change the tempo of the hand.
Spades is a game of strategy, intuition, and cooperation—every trick matters and every decision can swing the outcome. Whether you want a brainy challenge or just good times with friends, Spades delivers depth and excitement. Get ready to plan, deceive, and win in style!
Brisca is played with a Spanish deck of 40 cards (without eights or nines). Players sit in pairs.
Each player is dealt three cards.
The next card is placed face up in the center of the table, marking the trump suit.
The remaining cards form the deck and are placed face down next to the trump card.
Card Hierarchy:The cards have the following hierarchy and value:
Ace: 11 points
Three: 10 points
King: 4 points
Knight: 3 points
Jack: 2 points
Seven, Six, Five, Four, and Two: have no value.
Gameplay:The player to the right of the dealer starts the first trick.
Each player plays a card, with no obligation to follow suit.
The trick is won by the highest card of the trump suit. If there are no trumps, the highest card of the lead suit wins the trick.
The player who wins the trick collects the cards and places a new card in the center of the table.
Drawing Cards:After each trick, players draw a card from the deck, starting with the player who won the trick.
Players must always have three cards in hand until the deck is exhausted.
In the last three tricks, when there are no more cards to draw, the remaining cards in hand are played.
Changing the Trump Card:If a player has a seven of the trump suit, they can exchange it for the trump card at any time after winning a trick.
Scoring and End of the Game:Once all the tricks have been played, the points of the cards won by each pair are counted.
The pair with the most points wins the game. In case of a tie, the game is considered won by both pairs.
The objective of the game is to reach 15 points. As many hands as necessary will be played until one of the players reaches this score.
Preparation:The game is played with a Spanish deck of 40 cards (eights and nines are excluded). The card values are:
Ace: 1 point
Two: 2 points
Three: 3 points
Four: 4 points
Five: 5 points
Six: 6 points
Seven: 7 points
Jack (10): 8 points
Knight (11): 9 points
King (12): 10 points
Start of the Game:The first dealer is selected randomly.
The dealer shuffles the cards and deals 3 cards to each player, starting to their right. Finally, 4 cards are placed face up in the center of the table.
Playing the Cards:The player to the right of the dealer starts the first turn. Each player must choose a card from their hand and try to make 15 with one or more of the face-up cards in the center of the table.
If the player manages to make 15, they collect the cards used and keep them in a separate pile.
If it is not possible to make 15, the played card remains face-up in the center of the table.
If a player collects all the face-up cards from the center in one turn, it is called a "scopa" and is marked by placing one of the collected cards face up in their pile.
Complete Round:The game continues counterclockwise, with each player playing one card per turn until all cards are played.
Once all players have played their 3 cards, the dealer deals 3 more cards to each player, and the process repeats until the deck is exhausted.
The player who makes 15 with their last play of the hand collects the remaining cards from the center of the table.
Scoring:After each hand, players count the collected cards and score points according to the following rules:
1 point for each "scopa" obtained.
1 point for having the 7 of coins.
1 point for having the most sevens (including the 7 of coins).
1 point for having the most coins cards.
1 point for having the most cards in total.
End of the Game:The game ends when a player reaches the number of points established at the beginning. In case of a tie, additional hands are played until the tie is broken and the winner is determined.
The objective of the game is to be the first player to get rid of all the cards in their hand.
Game Preparation:Deck of Cards: The game Draw 2 is played with a special deck of 108 cards, which include:
Number cards (0-9) in four colors: red, green, blue, and yellow.
Special cards: +2, +4, Reverse, Skip, and Wild.
Dealing: Each player is dealt 7 cards. The remaining cards are placed in a draw pile face down. The top card of the draw pile is turned over and placed in the center to start the discard pile.
Starting the Game:The player to the right of the dealer starts the game. The game is played in a clockwise direction.
Playing the Cards:Each player, on their turn, must play a card that matches the card on the discard pile in color, number, or symbol.
If a player cannot play a card, they must draw a card from the draw pile. If this card can be played, the player can play it immediately. If not, the turn passes to the next player.
Special Cards:+2: The next player must draw two cards and lose their turn. If the next player has another "+2" or "+4" card, they can play it, and the next player will have to draw the total accumulated.
+4: The player can choose the color to continue playing, and the next player must draw four cards and lose their turn. This effect can also accumulate with other "+2" or "+4" cards.
Reverse: Changes the direction of the game (from clockwise to counterclockwise, or vice versa).
Skip: The next player loses their turn.
Wild: The player can choose the color to continue playing.
Calling "Last":When a player has only one card in their hand, they must call "Last". If another player notices they didn't, they can call "Last" first, and the player who didn't call must draw two cards as a penalty.
End of the Game:The game ends when a player gets rid of all their cards. This player is declared the winner of the round.
Additional Rules:Empty Draw Pile: If the draw pile runs out, the cards from the discard pile are shuffled to form a new draw pile.
The objective of Solitaire is to move all the cards from the tableau to the four foundations located at the top right of the screen. The foundations must be built in ascending sequence from Ace to King for each suit.
Deck:The game is played with a standard deck (without jokers).
Setup:The cards are dealt into seven columns on the tableau.
The first column contains one card, the second column contains two cards, and so on until the seventh column which contains seven cards.
Only the top card of each column is visible (face up), while the other cards are face down.
Game Rules:Moving Cards on the Tableau:
Cards can be moved within the tableau by placing them on a card of an immediately higher rank and opposite color.
Groups of cards in sequential order (descending and alternating colors) can also be moved from one column to another following the same rule.
Foundation Cards:
Cards can be moved to the foundations only starting with the Ace of each suit. For example, only an Ace can start an empty foundation, followed by a 2 of the same suit, a 3, and so on up to the King.
Stock Cards:
The remaining cards after the initial deal are placed in a stockpile at the top left of the tableau.
Cards from the stockpile can be flipped over and moved to the tableau or the foundations according to the established rules.
Empty Spaces:
When a column on the tableau becomes empty, it can only be filled with a King or with a sequence of cards starting with a King.
Legal Moves:
Only one card or an ordered sequence of cards can be moved at a time.
Cards cannot be moved directly between the foundations; they can only be moved from the tableau to the foundations.
End of the Game:The game ends when all the cards have been moved to the four foundations in the correct sequential order from Ace to King. If no more moves are possible and no more cards can be moved to the foundations, the game is considered lost.
Mus is a traditional card game played in pairs, where the objective is to score points by winning various hands in multiple rounds. The first team to reach the set number of points (usually 40) wins the game.
Game Preparation:Players: Mus is played with four players divided into two teams.
Cards: A Spanish deck of 40 cards is used (the 8s and 9s are removed).
Deal: Each player is dealt four cards. The remaining cards form the deck for future draws.
Game Dynamics:Mus and Mus Off:
Mus: If no player wants to play with the cards they have, they say "mus". If all players say "mus", they discard the cards they wish and draw again until they have four cards. This process can be repeated until a player says "no mus".
No Mus: When a player says "no mus", the round begins with the current cards.
Hands:
The game consists of four different hands, each with its specific scoring:
Big: The highest cards of each player are compared. The best combination of high cards wins.
Small: The lowest cards are compared. The best combination of low cards wins.
Pairs: The combinations of equal cards are counted:
Duples: two pairs.
Medias: one pair and two different cards.
Pair: one pair.
Game: The sum of the cards is calculated:
Game: If the sum of the cards is 31 or more, the player with the highest sum wins.
Point: If no player has a game, the player with the sum closest to 30 wins.
Scoring:Big: Wins one point.
Small: Wins one point.
Pairs:
Duples: 3 points.
Medias: 2 points.
Pair: 1 point.
Game:
If the game is 31, wins 3 points.
If the game is 32, wins 2 points.
If it is another game higher than 31, wins 1 point.
If it is point, wins 1 point.
Betting (Envido):When betting on each hand, players in turn can use the following terms:
Pass: Used to skip or reject a bet.
Envido: Place a bet of 2 points. Optionally, a higher amount can be bet.
Envido More: To increase the bet. The amount of the increase is also free.
Órdago: A bet that implies the victory of the entire game.
See: Used to accept the bet placed by a rival.
Before betting on the Pares and Juego hands, each player indicates if they have the minimum required hand to bet. If the two players of either team do not have a hand, the betting round is not opened.
Órdago:When a player places an Órdago, they are betting all the remaining points needed to win the game, i.e., it implies total victory. Here are the possible scenarios when an Órdago is placed:
Acceptance of the Órdago (See): If the opposing team accepts the Órdago, the current hand is played as a final bet. The team that wins this hand wins the entire game, regardless of the points accumulated so far.
Rejection of the Órdago (Pass): If the opposing team does not accept the Órdago, the team that proposed it wins the points for the current hand and the game continues.
In the case of an Órdago, it is crucial that players have a good hand or are sure to win the hand, as it involves the risk of losing the entire game in one hand.
End of the Round:After each round, the accumulated points are counted. The first team to reach the set points (usually 40) wins the game.
The objective of Ludo is to be the first pair to move all their pieces from the starting area to the goal, following a complete path around the board.
Game Development:Game Start:
Each game begins with 4 players divided into 4 colors.
Movement of Pieces:
Players roll 2 dice each turn.
To move a piece out of the starting area, a player must roll a 5 with one of the dice or a combination of both dice that adds up to 5. If a player rolls doubles (for example, two 3s or two 5s), they roll again. If they roll three doubles in a row, the last piece they moved returns to the starting area.
Exceptions: If the last moved piece is in the column of spaces before the goal, it does not return to the starting area.
If a player has a bridge (two pieces on the same space) and rolls doubles, they must break it and cannot form another bridge with the same pieces in the same turn.
If no piece can be moved, the player loses their turn.
Movement on the Board:
The pieces move counterclockwise along the board path.
When a piece lands on a space occupied by another piece of the same player, it forms a barrier, and no piece, neither their own nor an opponent’s, can pass through that space.
Pieces can only form a barrier if they are the same color.
Capturing Pieces:
If a piece lands on a space occupied by an opponent's piece, the opponent’s piece is captured and returns to its starting area.
The player who captures an opponent's piece receives a bonus of 20 spaces that they can move with any of their pieces.
Safe Spaces:
Spaces marked with a circle are safe spaces. Pieces cannot be captured in these spaces.
Entering the Goal:
When a piece completes a full lap around the board, it enters the final column of its color.
To enter the goal, the player must roll exactly the number needed to reach it.
When a piece enters the goal, the player receives a bonus of 10 spaces that they can move with any of their pieces.
End of the Game:The game ends when a pair manages to move all their pieces to the goal.
This player is declared the winner.
Objective: Be the first player to move all 4 of your horses from the starting square to the finish, completing the entire circuit and entering exactly into the final staircase of your color.
Game play
Start of the game:
There are 4 players, each with 4 horses of a different color.
All horses except one begin outside the board, in their stable (the “home start”). One horse already begins the game on the starting square of its color.
The board is shaped like a cross, with a common circular track and an individual final lane for each player.
Movement of the horses:
The game is played with 1 die.
To take a horse out of the stable, you must roll a 6. The horse is then placed on its color’s starting square.
On each turn, the player rolls the die and moves one horse forward by the number of spaces shown.
If a player rolls a 6, they may roll again.
Movement on the board:
Horses move clockwise along the common track.
Two pieces cannot occupy the same square to block the way.
There are no special safe squares.
Captures:
If a horse lands on a square occupied by an opponent’s horse, it captures it and sends it back to its stable.
There is no additional reward for capturing (unlike in Parcheesi).
Reaching the finish:
Inside the final lane, the horse moves normally according to the die rolls.
To reach the final square, the exact number must be rolled.
There are no extra rewards for reaching the finish.
End of the game:
The first player to get all 4 of their horses to the finish wins the game.
Blackjack, also known as "21," is one of the most popular card games in casinos. Below are the general rules of the game:
Objective of the Game:The objective of Blackjack is to have a hand with a value closer to 21 than the dealer's hand without exceeding 21.
Card Values:Number cards (2 to 10): Their value is the same as the number on the card.
Face cards (J, Q, K): Each face card has a value of 10 points.
Ace: It can be worth 1 or 11 points, depending on the player's preference. If counting it as 11 makes the hand exceed 21, the Ace will count as 1.
Gameplay:Dealing the Cards:
Each player receives two initial cards, usually face up.
The dealer also receives two cards, one face up (visible card) and one face down (hidden card).
Player Options:
Stand: The player decides not to take any more cards.
Hit: The player requests an additional card. The player can continue to request cards until they decide to stand or exceed 21 points.
Double Down: The player doubles their initial bet and receives only one additional card. This option is usually allowed only after receiving the first two cards.
Split: If the player's first two cards have the same value, they can split them into two separate hands. Each hand receives an additional card and is played independently. This action requires an additional bet equal to the initial one.
Insurance: If the dealer's visible card is an Ace, the player can opt for an insurance bet, which is half of their original bet. This bet pays 2 to 1 if the dealer has a Blackjack (21 with two cards).
Dealer's Play:
After all players have completed their hands, the dealer reveals their hidden card.
The dealer must follow strict rules: they must hit if they have 16 points or less and stand if they have 17 points or more.
Results and Payouts:Blackjack: If a player has an Ace and a 10-point card in their first two cards, they have a Blackjack. The payout is 3 to 2 unless the dealer also has a Blackjack, in which case it is a push.
Bust: If the player's hand exceeds 21 points, they lose their bet regardless of the dealer's hand.
Winning Hands: If the player's hand value is closer to 21 than the dealer's, the player wins and is paid 1 to 1.
Push: If the player's hand value is equal to the dealer's, their bet is returned.
Simon is a classic memory and concentration game that involves repeating a sequence of lights and sounds that become more complex as the game progresses. Below are the rules for playing Simon:
Game Development:Initial Round:
The game lights up one of the four color sections (red, green, blue, or yellow) and plays a corresponding sound.
The player must press the button of the same color to repeat the sequence.
Subsequent Rounds:
After the player has correctly repeated the sequence, the game adds one more color to the sequence.
The player must repeat the new sequence, including the new color, in the correct order.
Increasing Difficulty:
The sequence continues to grow each round with an added color.
The lights and sounds may speed up as the game progresses, increasing the difficulty.
End of the Game:Error: If the player presses an incorrect color or gets the sequence wrong, the game will emit a failure sound, the light will flash, and the game will end.
Winning: The goal is to reach the longest sequence possible without making any mistakes. The game does not have a defined end, continuing until the player makes an error.
Dobble is a game of observation and visual speed in which all players compete at the same time. The rounds are short, intense, and full of laughter, making it ideal for all ages.
Goal of the Game:
The objective of Dobble depends on the mini-game chosen, but in general it consists of identifying as quickly as possible the single identical symbol between two cards and reacting before the other players.
Setup:
- A special deck of round cards is used.
- Each card contains several symbols.
- Any pair of cards always shares exactly one symbol in common.
- All players play simultaneously (from 2 to 8 players).
Rules:
Between any two cards, there is always one matching symbol. The first player to spot it and name it correctly wins.
How to Play:
- One or more cards are revealed, depending on the mini-game.
- All players observe at the same time.
- The first player who:
- Finds the matching symbol,
- Says it out loud correctly and takes the card, then continues playing with the newly won card.
- The game continues until the end condition is met.
End of the Game:
The game ends when the cards in the center run out and the player with the most cards wins.
Strategy Tips:
- Don’t look at the symbols one by one: observe the whole card.
- Stay calm and focused.
- Say the symbol clearly out loud: if you make a mistake, you lose your chance.
- Speed is key, but accuracy matters even more.
Dobble is a simple, fast-paced, and addictive game that tests your reflexes and powers of observation. Perfect for breaking the ice, livening up gatherings, and proving who has the sharpest eye at the table. Keep your eyes open and get ready to react!