Score
0
Best
-
Build each suit outward from the seven. You may hold back three times a round — spend them on the card three opponents are waiting for.
Fifty-two cards are dealt to you and three opponents, thirteen each. Whoever holds the seven of diamonds starts, and that seven is the first card on the table.
On your turn you may play any card that extends a suit already on the table — the rank directly above or directly below its run — or a seven, which opens a new suit. Playable cards in your hand are outlined; the rest are dimmed. Tap one to play it.
If you have no legal card the turn passes automatically and costs you nothing. But you may also refuse to play when you could: that is a hold, and you get three per round. Holding is how you keep a card the table needs.
The first player to run out of cards wins the round. Winning keeps your streak alive and deals the next round; losing ends it, and the streak you had is what you can save to the Hall of Fame.
Count what each suit still needs, not what you hold. The table tells everyone the same thing: a suit stuck at 5–9 needs exactly the 4 and the 10. If both of those are in your hand you own that suit, and the three opponents can only wait. That is worth far more than dumping cards quickly.
Spend holds on choke points, not on comfort. A hold is wasted if the card you keep has a duplicate path — say you hold the 8 of a suit but the run can still grow downward. It pays when you sit on the single card that unblocks a long line, especially a king or an ace end, because releasing it hands someone a chain of three or four plays in a row.
Play from your longest suit first. Cards far from the seven are the ones most likely to be stranded at the end, and a long suit is exactly where a stranded card hurts: you cannot shed the ten until the nine is down. Working outward from your densest suit turns your hand into one continuous release instead of four stalled ones.
Watch who passes. A forced pass tells you that player has nothing on any of the four open ends — a rare and very informative moment. If the player after you keeps passing, opening a new suit is cheap; if they play instantly every turn, think twice before handing them another end to work with.