Rules summary
Goal
Draft 10 cards and divide them into two five-card poker hands. Whoever holds the single weakest hand at the table loses.
Cards
Use 21 cards: the 10, J, Q, K, and A of each suit, and 1 Joker. What the Joker can do is set out under Hand rankings.
Setup
Deal 1 card face down as the reserve. Nobody looks at it. The other 20 cards are the stock.
Play
- Split. Each round one player is the splitter. The splitter takes the top 4 cards of the stock, looks at them, and divides them into two pairs. One pair is offered face up and the other face down.
- Choose. The other player takes either pair into their hand: the face-up pair or the face-down pair without seeing it first. The splitter takes the other pair.
- Five rounds. The splitter changes every round. After 5 rounds the stock is used up and each player holds 10 cards. One player has split 3 rounds and the other 2.
- The reserve. Each player in turn may swap one card from their hand for the reserve, or keep their hand. The player who split only 2 rounds goes first. The swap is blind. You give up a card you choose and take the reserve without seeing it first, and your card goes face down as the new reserve. So the second player swaps with whatever the first player left there.
- Build. Both players divide their 10 cards in secret into two five-card poker hands, using every card, and then show them. Each player’s lower hand is their weaker hand and the other is their stronger hand.
Scoring
Compare the players’ hands in this order, and stop at the first difference:
- the category of each weaker hand, such as a full house or a straight;
- the category of each stronger hand;
- the two weaker hands in full, card for card;
- the two stronger hands in full.
The player who comes out lower loses. So if both weaker hands are full houses, a stronger hand of four of a kind beats a stronger full house, even when its owner has the lower weaker full house. If all four steps are equal, the game is drawn.
Hand rankings
With only the 10 to the Ace in the pack, some hands work out differently:
- The only straight is 10, J, Q, K, A.
- Five cards of one suit are always the 10 to the Ace, so every flush is a royal flush.
- Five cards with no pair are always a straight, so a hand is never just a high card.
These are the hands this pack can make, strongest first.
- Royal Flush 10, J, Q, K, and A, all one suit
- Four of a Kind 4 cards of one rank
- Full House 3 cards of one rank and 2 of another
- Straight 10, J, Q, K, and A, not all one suit
- Three of a Kind 3 cards of one rank
- Two Pair 2 cards of one rank and 2 of another
- Pair 2 cards of one rank
The Joker is wild only for a straight or a royal flush. Anywhere else it counts below a 10, so it never makes a pair, three of a kind, four of a kind, or full house. Between two otherwise equal hands, the one without the Joker wins. Here it’s the missing Jack of a straight:
Variants
Face-up swap. Every swap at the reserve is made face up, so both players see the card given and the card taken. The first player still swaps without seeing the reserve. If they swap, the second player can see exactly which card is on offer.
What you’re allowed to know
The pack is small and closed, so nearly everything is knowable if you’re paying attention. Rather than make that a memory test, the game keeps the books for you:
- Your hand marks every card your opponent has watched arrive: the ones they can count on you holding.
- What you know about their hand shows the faces you have seen and a back for every card you haven’t.
- Unaccounted for names every card whose whereabouts you can’t pin down, and says what they could be.
Where the information comes from is worth understanding, because it’s the heart of the split: the splitter sees all four cards, so they always learn the two that go across the table. You only learn what the splitter kept by taking the hidden pair: take the visible pair and they walk off with two cards you have never seen.
And one piece of arithmetic worth carrying to the end: twenty-one cards are ten, ten and the reserve. So once the pack is spent, all but one of the cards you can’t place is in your opponent's hand: you can narrow their holding to eleven candidates and no further, because the odd one out is the reserve and nothing tells you which. That last unknown is what your blind swap is a bet on, and the panel shows you the exact odds.