
The welcome screen
The first thing you see. Sign in if you already have an account, drop straight into a friend’s table with their game code, or go to Play Solo (Free).
Where everything is and what each control does — from the welcome screen to the scoreboard, one band of the table at a time.
15 steps · go at your own pace

The first thing you see. Sign in if you already have an account, drop straight into a friend’s table with their game code, or go to Play Solo (Free).

Signing in opens the rest of the app: hosting and joining games, finding other players, scheduled games, the Leader Board, the Card Art Store and the Artist Studio. The list runs on below the fold — Play Solo (Free) stays right at the top.
The Card Art Store sells card backs and faces made by Jakalooki artists, and buying one supports that artist directly. The Artist Studio is where those artists submit and manage their work.

Choose your look, how many seats, and how hard the computer plays.

This is the whole game on one screen, and it always reads in the same order — top to bottom. The next six steps walk down it, one band at a time.

Every other player sits along the top: name, avatar, how many cards they are holding, seat and score. A badge marks the dealer.

The round you are in, the contract it requires, and whose turn it is. The game controls sit to the right: help, sound, pause and leave.

The two shared piles. The deck is face-down — draw an unknown card. The discard is face-up — take the top card instead, which is called plucking.

Your cards, with the six action buttons above them: Pluck, Discard, Approve, Reject, Challenge and Call.

Where contracts get assembled. Select cards, press Stage Set or Stage Run, and repeat until the round’s contract is complete. The header tracks what is still needed.

Every contract that has been laid down, by every player, collected at the bottom of the screen.

The six action buttons are only active at the moments you can actually use them.

The CALL button lights when another player throws away a card — and only then. Calling is how you ask for a discard when it is not your turn; on your own turn you simply pluck it.
Win the call and you receive the card you asked for plus a penalty card, so your hand grows by two. Only call for something that genuinely moves your hand forward.

When somebody calls, the next player after the discarder decides. Your Approve and Reject buttons light up when that decision belongs to you.
Challenge is for contesting a call you believe went past the limit.

Once your contract is down, spare cards can be added to any contract on the table — yours or anyone else’s, sets and runs alike.
Select a card and every contract that will accept it lights up in gold, as the three at the bottom have here. Tap one and the card moves straight out of your hand onto it.

The first player to discard their last card wins the round. Everyone else adds up what they are still holding.
Use the arrow keys, or swipe