How to Play
Draft cards from a pyramid and create melds (sets of same-rank cards) to score points. 2-4 players, 54 cards (52 + 2 jokers). Each player starts with 4 cards.
The Pyramid
Cards are arranged in a pyramid. A card is free only when all cards above it have been removed. Some start face-down and flip when freed.
Turn Flow
- Take a free face-up card from the pyramid
- Draw from the reserve pile (random)
- Joker swap: trade a joker from hand for any face-up pyramid card
- Create a new meld from your hand
- Extend your own incomplete meld
- Steal an opponent's incomplete meld by completing it to 4 cards
- Or end turn
Melds & Scoring
A meld is 2-4 cards of the same rank. At least one must be natural (not a joker).
| Meld | Score |
|---|---|
| Pair (2) | Sum of natural values x1 |
| Triple (3) | Sum of natural values x2 |
| Quad (4) | 100 points flat |
Jokers = 0 in scoring. Hand cards at game end are penalty.
Meld scores are multiplied by the number of pyramid rows that still contain cards. The multiplier is highest at the start and drops as rows are cleared — meld early for maximum points!
Stealing
Incomplete melds (2-3 cards) can be stolen. You must complete it to exactly 4 cards using your hand. Full melds (4 cards) are safe.
Pairs are quick but risky. Quads score 100 and can't be stolen!
Game End
The game ends when the pyramid is empty. The active player gets one final meld. Highest score wins (tiebreaker: fewest hand cards).
A lock is hidden somewhere in the reserve pile. When reached, the reserve becomes unavailable — only pyramid drafts remain.
Free to play in your browser — no download needed