1. Draw
Take one card from the deck. Only you see the drawn card while deciding what to do.
Koops
Learn the table
Finish the round with the lowest card total. Remember what you have seen, improve your hidden hand, and call Koops at the right moment.
Your aim is to finish with a lower card value than every other player. Most cards remain face down, so good memory is as useful as good luck. Low cards help, removing a card makes its position worth zero, and power cards can reveal or exchange hidden cards.
Aces are worth 1. Number cards keep their printed value. Jacks are 11, Queens are 12, and Kings are 13. A successfully removed card position counts as 0.
Take one card from the deck. Only you see the drawn card while deciding what to do.
Replace one of your table cards with the drawn card, or discard the drawn card if it does not improve your hand.
The card you put into the discard area becomes the current match card for the table.
After everyone has chosen during a matching opportunity, press Continue to move to the next active player.
A replaced table card leaves your hand and becomes the match card. If you discard the card you just drew, that drawn card becomes the match card instead.
When a match card appears, a player who knows they have a card of the same rank may try to remove it. You can select only a card you have previously seen. A correct match removes that card from your layout, and its position counts as zero for the rest of the round.
Memory matters: selecting the wrong position wastes the opportunity and may carry an in-game consequence shown by the interface. Watch cards revealed by power moves and remember cards that have been exchanged.
Power effects are optional and apply when the relevant drawn card is discarded rather than kept. The game presents the available choice when a power can be used.
Power cards create information as well as movement. A card you understood earlier may no longer be in the same position after an exchange.
The Koops action becomes available when your current known total meets the limit shown by the game, normally 5 or less. Call Koops when you believe your hand can win.
After you call, your cards freeze. Every other active player receives one final turn. The round then ends, all remaining cards are revealed, and totals are compared. Calling Koops does not guarantee victory: another player may already be lower or may improve during the final turns.
Coins are virtual gameplay items with no cash value. Optional rewarded-ad offers may provide coins after a completed ad, subject to availability, consent, security checks, cooldowns, and daily limits.
Create a game with computer opponents for a quick practice round. Bots follow the same basic turn structure as human players.
Create a private room and share its five-digit room code. Friends enter the code and a player name to join the same lobby. Treat active room codes as temporary invitations.
Join available online players through the matchmaking option. Connection interruptions may require reloading or rejoining. Keep display names appropriate for a general audience.
The host can enable Auto-Play in Settings. By default, the game makes a safe move after 60 seconds of inactivity, up to 5 times per player in a round.
Ready to try it? Open Koops and start a game.