RULEBOOK: GAME OF ROWS
BASIC RULES
Introduction
Game of Rows is a strategic card game for 2-4 players blending the timeless charm of classics with unique mechanics.
The objective is to build horizontal numeric sequences of 2-10 using the number cards of a standard poker deck while strategically managing special cards – Jacks, Queens, Kings, Aces and Jokers – to outmanoeuvre your opponents.
With two gameplay formats and customizable rules, Game of Rows lets players adjust the game’s level of complexity, pace and level of interaction, making it perfect for everyone – from casual beginners to seasoned strategists.
The game has two gameplay formats:
- Straight: Numeric sequences are formed in any suit.
- Straight Flush: Numeric sequences are formed in the same suit.
The first player to run out of cards wins.
Game Setup
Deck
Standard poker deck (54 cards) consisting of:
- Number cards (2-10): Thirty-six (36) units in four (4) suits
- Special cards: Eighteen (18) units
- Faces: (Jacks, Queens, Kings): Three (3) units in four (4) suits
- Aces: One (1) unit in four (4) suits
- Jokers: Two (2) units
Special card functions:
- Black face cards and Aces (Clubs, Spades) are blocker cards.
- Aces are the highest blocker cards.
- Red face cards and Aces (Diamonds, Hearts) are unblocker cards.
- Aces are the highest unblocker cards.
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Jokers substitute for any number cards (2-10) as follows:
- Only the corresponding number card can be placed on top of a Joker.
- Jokers cannot be used for blocking or unblocking.
Board
- A shared play area where up to four (4) sequences are built horizontally as rows.
- The sequences are always from 2-10.
Players
- 2-4 players each with a hand of five (5) cards.
- The hand is replenished from the draw deck at the end of turn until there are no cards left.
Gameplay
Starting the Game
- Agree on the gameplay format (Straight or Straight Flush).
- Shuffle the deck thoroughly.
- Distribute five (5) cards for each player, the remaining cards form the draw deck.
- One player starts the round after which the other player(s) take their turn(s) to complete the round.
- The corner cards (2 and 10) must be placed first to extend and place more cards on a sequence.
- Once both of the corner cards (2 and 10) are in place, numeric sequences are formed by placing number cards next to the existing cards without gaps.
- Sequences can progress in both directions (2-10 and 10-2) simultaneously.
- Jokers may replace corner cards or other number cards in sequences.
- Blocker cards may replace corner cards or other number cards in sequences before number cards are placed in their respective positions to stop the sequences from extending until unblocked.
- Unblocker cards may only be placed on top of the blocker cards to counterplay them and to allow the sequences to be extended.
Player Actions
On their turn, a player may perform any combination of the following three (3) actions depending on their hand and the cards on the board.
Alternatively, if no actions are valid with the player’s existing hand, the player must draw one (1) extra card from the draw deck (until there are no cards left).
1. Place Number Cards
- Place number cards on the board as corner cards or, once both of the corner cards are in place, to extend a sequence without gaps.
- Number cards can only be placed in their valid empty positions or on top of the unblocker cards to extend sequences.
- Cards must follow numeric order to extend the sequence in either a lower or higher value from the cards already placed on the board.
- Number cards can only be placed in their valid empty positions or on top of the unblocker cards to extend sequences.
2. Block Sequence
- Use a black face card or an Ace (Clubs, Spades) to block one or multiple ends of sequences.
- A blocker card can be placed:
- Instead of a number card.
- On top of an unblocker card, in which case it must match or exceed the value of the unblocker.
3. Unblock Sequence
- Use a red face card or an Ace (Diamond, Hearts) to unblock one or multiple ends of sequences.
- An unblocker card can be placed:
- On top of a blocker card, in which case it must match or exceed the value of the blocker.
- It cannot be placed instead of a number card.
Once a sequence has been fully formed from 2-10, the cards are removed from the board.
End of Turn
The player’s turn ends immediately, when:
- The player has played their valid cards and replenished their hand back to five (5) cards from the draw deck (until there are no cards left), or
- If no actions are valid with the player’s existing hand, the player has drawn one (1) extra card from the draw deck (until there are not cards left).
The drawn card(s) cannot be played during the same turn. Skipping with valid cards in hand is not permitted.
Blocking & Unblocking
- The blocker and unblocker cards are placed on top of each other on the table wherein the top most card demonstrates the latest status.
- Once unblocked, a sequence can be extended by placing a corresponding number card or a Joker on top of the unblocker card.
- The blocker cards can only be placed next to the valid number cards and/or Jokers or on top of the unblocker cards.
Jokers
- If a number card is substituted with a Joker, it can be played on top of the Joker until the sequence is removed from the board.
- Once the sequence is completed, the substituted card may still be playable in another sequence, depending on the game format.
Winning the Game
The game continues until:
- One player runs out of cards, who becomes the winner.
- If all sequences are completed without a winner, the player with the least cards in hand wins.
- In case of a tie, the player with the best hand (based on poker rankings) wins.
If the winner has been declared without all sequences being completed, the rest of the players can continue the game to determine the next positions.
RULE ADJUSTMENTS
Special Cards
Rule adjustments
Modify the number of face cards, Aces and Jokers in the deck to alter the level of complexity, speed and player dynamics of the game.
Alternatively, permit Jokers to be used as universal wildcards replacing any card on the board as per the player's decision.
Recommendations
Suitable for all levels of players.
Allow Skipping
Rule adjustments
Introduce a rule wherein a player can choose to skip their turn whether or not they have valid cards in their hand.
In case the player chooses to skip their turn, the player needs to draw two (2) penalty cards from the draw deck (until there are no cards left).
Recommendations
Best for intermediate players who are already familiar with the basic rules.
This rule adjustment adds an extra layer of cards management into the game by encouraging the players to manage their play tactically and strategically.
Allow Skipping & Bluffing
Rule adjustments
Introduce a rule wherein a player can choose to play their turn either cards facing up (valid cards only) and/or facing down (valid and/or invalid cards).
In case the player chooses to play any cards facing down, the other player(s) can call out the player for bluffing against a penalty.
Penalties
When the player has placed their cards on the board, the face-down cards are reversed.
In case the player is called out bluffing correctly:
- The player needs to replenish their hand to five (5) cards (if required), take back their face-down cards (valid and/or invalid) and draw an equal number of penalty cards to the number of face-down cards played from the draw deck (until there are no cards left).
In case the player is called out bluffing incorrectly:
- The valid face-down cards remain in their position on the board.
- The player that called out needs to draw an equal number of penalty cards to the number of face-down cards played from the draw deck (until there are no cards left).
In case the player is not called out for bluffing:
- The valid face-down card(s) remains in their positions on the board.
- The invalid face-down card(s) are placed at the bottom of the draw deck.
- No penalties are distributed.
Draw deck
- The invalid face-down cards are placed at the bottom of the draw deck until the game is over.
- If there are not enough penalty cards in the draw deck, the penalized player is distributed as many penalty cards as possible.
- When the draw deck has completely run out, the penalized player is removed from the game and their remaining cards are placed at the bottom of the draw deck until the game is over.
Recommendations
Best for advanced players who are fluent with the basic rules.
This rule adjustment adds another layer of competition and social dynamics into the game by encouraging the players to also read other players’ behaviours and manage their risks and rewards effectively.