House Of Decks

Game rules

El Cuadrado

Memorize your cards, get rid of the worst ones using the powers, and finish the game with the lowest total score.

Deck

Standard 52-card deck

Players

2 to 6 players

Dealing

Each player is dealt 4 face-down cards, laid out in a 2x2 grid in front of them. At the start of the round you pick which 2 of your 4 cards to look at, and you see them privately for a few seconds - memorize them well, because they flip back over and from then on you have to trust your memory. The other 2 are a mystery until they get swapped, peeked at with a power, or revealed at the end.

How your turn works

You draw a face-down card from the deck and see it privately. The discard pile is only for matching cards (see below) - you can never draw from it on your normal turn.

With the card you drew, you decide: discard it directly (triggering its power if it has one), or place it in one of your grid slots, sending whatever card was there to the discard pile face up (that card never triggers its power, even if it's a power card). To place it you can drag it onto the grid card you want to replace, or simply click it; to discard it, drag it onto the discard pile.

Matching a card (at any time)

At any time, whether it's your turn or not, if you think one of your cards matches the rank of the top discard card, you can try to play it: select it with a click and then drag it onto the discard pile (or, after selecting it, tap the discard pile directly to confirm). A single click doesn't discard it by itself - that second step of moving it to the pile is required.

If you're right, you're rid of that card (the slot stays empty for the rest of the round, and counts as 0 points). If you're wrong, or you're too late because someone beat you to it, you take a face-down card from the deck as a penalty: you choose where to place it in your grid, in an empty slot or as a new card.

Matching an opponent's card

Also at any time, if you remember (or think you remember) that a specific opponent's card matches the discard, you can call it out and play it yourself: select it and drag it onto the discard pile, or select it and then tap the discard pile to confirm.

If you're right, that opponent's card gets discarded (good for them!), but then you choose one of your own cards to hand them to fill the slot (bad for them). If you're wrong, you take a card from the deck as a penalty (choosing where to place it), just like getting it wrong with your own card.

Powers on discard

5: briefly see one of your own cards (then it flips back over - you have to memorize it).

6: briefly see an opponent's card (it doesn't stay visible either).

Jack: no power, but it's worth 0 points in the final score.

Queen: swap one of your cards for an opponent's, blind (neither of you sees either card before the swap).

King: pick one of your cards and one of an opponent's, see both for a moment, then decide whether to swap them or leave them as they are.

These powers always trigger when one of these cards ends up in the discard pile: by drawing it and discarding it directly, or by using it to replace a card in your grid (in that case, the power is triggered by the card that comes out of your grid, not the one you just drew). Playing it to match a pair, on the other hand, never triggers any power.

Card scoring

Ace = 1 point · 2 through 10 = face value · Jack = 0 points · Queen = 20 points · King = 20 points. Empty slots score 0.

Calling "Cut!"

Instead of drawing, you can call "Cut!" if you think you have the lowest score. Every other player then gets one final turn.

At the end, every grid is revealed. If you really did have the lowest score (alone, no ties), nothing special happens; if you're wrong, you take a 10-point penalty.

How to win

Each round's score adds to a running total. Once someone reaches 100 points, the game ends and whoever has the lowest total wins.

Tips and strategy

Memorise two, not four

You only look at 2 of your 4 cards at the start, and you choose which. Which two hardly matters as long as you keep to the same two positions each round: what you have to hold in your head is what sits in those slots and how it changes when something gets placed on top.

Every time you replace a card, update the mental map for that specific slot. People lose this game not through bad memory but through losing track of one slot after three swaps.

Memorise what other people discard too. Knowing three Kings are already gone completely changes what is worth risking at the end.

Queens and Kings are bombs

Queens and Kings are 20 points each - one of them ruins your round. The moment you know you are holding one, get rid of it, even blind.

The King power (look at two cards, then decide whether to swap) is the best in the game because it gives you information and action at once. The Queen swap is blind: use it when you know one of your cards is bad, not when you know nothing.

The Jack is worth 0. It is the best card you can hold, better even than an Ace: if one arrives, place it and never touch that slot again.

Matching and calling Cut

Matching a card to the discard leaves an empty slot worth 0 points - the highest-value play in the game. Missing costs you an unknown card, so only risk it when you are reasonably sure.

Matching an opponent’s card clears their slot but lets you hand them one of yours. Use it to offload your 20-point Queen, not some random card.

Call "Cut!" before you have everything under control. Waiting until you are certain usually means waiting for somebody else to call it first, and the 10-point penalty for being wrong is cheaper than a whole round carrying high cards.

Frequently asked questions

How many cards do I see at the start of a round?

Two, and you pick them: at the start of the round you choose 2 of your 4 slots and see them for a few seconds, privately. Then they are covered and you are on your own memory. The other 2 stay unknown until they are swapped, revealed by a power, or turned over at the end.

Can I take a card from the discard pile on my turn?

No. The discard pile exists only for matching cards by rank. On your turn you always draw face-down from the deck, then decide whether to discard it (triggering its power) or place it in your grid.

When does a card power trigger?

Whenever a power card reaches the discard pile the normal way: you draw it and discard it directly, or you use a drawn card to replace one in your grid and the card coming out triggers its power. Throwing a card away as a match never triggers anything.

What is each card worth?

Ace = 1, 2 through 10 = face value, Jack = 0, Queen and King = 20 each. Empty slots score nothing. The game ends when somebody reaches 100 points and the lowest total wins.

What happens if I call "Cut!" and I am wrong?

You take a 10-point penalty. To avoid it you need the lowest score outright - a tie does not count and is scored as a miss.

El Cuadrado, against the computer

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