Setup

Turn all cards into a single deck. Shuffle it and place it facedown on the table. Pick any player to be Headpointer ( = start player).

Objective

The game ends as soon as a player has 10 points. They win!

Gameplay

First, the active player creates piles.

Then, everyone picks what they want (simultaneously).

Example of how to start a round: draw cards, create piles, point.

Now resolve who gets what.

If only a single player tapped empty space this round, they score all cards that would otherwise be discarded. Otherwise they just get nothing.

Example of how to resolve who gets what after pointing.

Cards scored are simply placed faceup in front of you, in a row that grows longer and longer. The final card in this row is always your “last card scored”; this is especially important for the expansions.

When all piles are handled, the Headpointer moves to the next player in clockwise direction. Next round!

Upgrades

Played the base game and ready for more? Or looking to tweak the game to fit your playing group better? Check out these variants and expansions!

All the expansions are tiny and only add ~10 more cards of a new type. I merely split these cards into many small expansions to make the rulebook cleaner and give you full control over what you print or want to include.

Variants

For a harder game (that requires a better memory), keep the scored cards in a single faceup pile.

Expansion: Point-a-Police

Example of what Rule Cards look like and how to use them.

This expansion adds new material: Rule Cards. They contain a rule stating which piles someone is allowed to point at in the first place.

Each round, before pointing,

If you point at an invalid pile, according to this rule, you are out of the round. Remove your finger; you get nothing.

Expansion: Complete-a-Mission

Example of what Mission Cards look like and how to use them.

This expansion adds new material: Mission Cards.

During setup, everyone draws a secret Mission. This card tells you exactly when you win.

The game ends when a player reveals they’ve won (according to their personal mission).

Expansion: Dont-a-Touchme

Example of what Shy Cards look like and how to use them.

This expansion adds new material: Shy Cards. They have a rule about who may (not) tap them.

These rules are only in effect if that card is at the top of its pile ( = it’s visible/readable).

There must always be at least 1 pile without a Shy card on top.

Expansion: Wait-a-Minute

Example of what Action Cards look like and how to use them.

This expansion adds new material: Action Cards.

You may only execute one special action per round.

These cards usually provide a sneaky way to overrule the game’s default rules and get what you want.