Original Card Game
200
Draw again for a bigger round, or store early and stay alive. One duplicate number wipes out the whole turn. Three adaptive AI rivals are watching every choice you make.
Enter your name before starting a game.
One human player faces three AI opponents: Marg, Ted, and Vera. The AI adjusts its risk tolerance using your recent storing and crash habits.
Scoreboard
Table standings
Turn Center
Waiting for a new game
Current player
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Table cards
The current player's revealed cards for this round.
Action log
Latest turns, crashes, stores, and card effects.
Rules
The goal is simple: be the first player to reach 200 total points. Each round begins with one face-up starting number for every player, then turns move clockwise from the dealer.
On your turn you either draw another card or store your round score. If you reveal a number you already have, you crash and lose the whole round. If you draw seven numbered cards in the same turn without crashing, you hit Perfect Seven, earn a 20-point bonus, and end the round immediately.
Point bonuses such as Coffee Money, Side Hustle, Tax Refund, Windfall, and Jackpot add straight to your round score. Double Down multiplies only your number cards. Lucky Break ignores one duplicate. Insurance Policy blocks one hostile action card aimed at you.
How to play
Watch the scoreboard, then decide how much danger you want to tolerate. Drawing grows your round score quickly, but every new number also increases the chance that the next card matches something already on your table.
Action cards create pressure. Triple Trouble forces another player to reveal three cards immediately. Cash Out forces another player to store their round score on the spot. Sabotage adds one surprise draw to another player. Tax Audit strips another player's bonus cards away. Market Crash makes every active player draw once. Bailout brings one crashed player back into the round.
The buttons in the turn center only activate during the human turn. AI turns run automatically, and each opponent adapts its store threshold by studying how bold or careful your recent rounds have been.
Card guide
Coffee Money, Side Hustle, Tax Refund, Windfall, Jackpot: these are simple bonus cards. They stay in front of you for the rest of the round and add their printed value to your score if you manage to store or hit Perfect Seven.
Double Down: this multiplies only your numbered cards. It does not multiply bonus cards. If you reveal more than one Double Down in the same round, the multipliers stack.
Lucky Break: this protects you from one duplicate-number crash. The first time you would crash, Lucky Break is spent automatically and your turn keeps going.
Insurance Policy: this blocks one hostile action card aimed at you. If someone tries to hit you with Cash Out, Triple Trouble, Sabotage, or Tax Audit, the policy is used up and that attack fails.
Triple Trouble: the acting player may target any other player, but never themselves. If the target had already stored or crashed, Triple Trouble pulls them back into the round first. That player must then reveal three cards in a row immediately. If a duplicate appears during that forced sequence, the target crashes as normal unless they have a Lucky Break.
Cash Out: the acting player may target any other active player who has already had a turn. The chosen target stores their current round score right away and their turn in that round is over. It is a forced store, not a choice.
Sabotage: the acting player may target any other player, but never themselves. The chosen player must reveal one extra card immediately. If that player had already stored or crashed, Sabotage pulls them back into the round first and then forces the draw.
Market Crash: every player who has already had a turn that round must reveal one extra card immediately. Players who have not had their first turn yet are protected from it.
Bailout: this brings one crashed player back into the round. Their round state resets and they immediately reveal one new card to restart their position.
Tax Audit: the acting player may target any other active player who has already had a turn and is holding bonus cards. The chosen player loses all of their bonus cards for that round, but keeps their numbered cards and any Double Downs they already revealed.
Strategy
A cautious plan stores around 20 to 30 points and wins by staying alive. A balanced plan usually stores around 35 to 50 and tends to be the most reliable over a full game. An aggressive plan keeps drawing toward Perfect Seven and tries to land explosive rounds.
When you already hold one safety card, you can afford to push harder. When an opponent is close to 200, action cards become more valuable than raw points because they can interrupt a safe storing turn.
Sudden Death 200 is best when you want wild endings. As soon as anyone reaches 150, every crash becomes a 10-point loss instead of a simple zeroed round.
Gameplay structure
Each round uses a fresh shuffled deck. Scores stay on the board from round to round, but table cards reset when a new deal begins. Once any player reaches 200, the current round still finishes unless Perfect Seven ends it early. The highest total at that moment wins.
The AI lineup is intentionally distinct. Marg stores earlier, Ted shadows your habits, and Vera pushes hardest when the table pace slows down. That means the same strategy will not work forever.