A fast, mean card game. Empty your hand to win the round. Penalty points stack across rounds — first to reach the table's max score loses.
Empty your hand to end the round. Everyone else scores penalty points equal to the value of cards left in their hand.
Across rounds, the first player to reach (or pass) the table's Max Score loses. The player with the fewest points wins the game.
Play a card from your hand that matches the top card by color, number, or is a wild.
If you can't or won't play, tap Your turn to draw a card. If the drawn card is legal, you may play it right away.
Some special cards open a follow-up choice — pick a target, wish a color, or assign a gift recipient.
Match the top card by color or number. Numerals come in four colors (red, yellow, green, blue), values 1–9. The number on the card equals the penalty points it adds to your score if you still hold it when the round ends.
Wild numeral with no color. Plays on any number that matches its value, regardless of color. Black cards trigger event cards when discarded (Normal difficulty only).
Each special exists in all four colors. Play them on matching color, or on the same special symbol.
Skip the next player's turn. Plays on matching color or another Skip.
Give one or two cards from your hand to any opponent(s) of your choice.
Swap your entire hand with another player. Hope they have fewer cards than you.
Play another card on top of this one immediately, if it matches color or number.
Power Up — return your most recently played colored special from the discard pile back into your hand for reuse. Cannot recover a card you played on this same turn. If nothing is eligible, has no effect. Not counterable.
Target an opponent and steal 2 random cards from their hand. Counterable — a Rebound reflects the theft back at you.
Immediately draws and resolves an event card. Not counterable. Normal difficulty only.
Wilds play on anything. They are the strongest cards in the deck.
Wild card. Plays on anything, then you wish either a color or a number that the next player must match.
Like Sabotango, but the chosen target also draws four extra cards.
Played in response to a Skip, Gift, Exchange or Sabo Tango Ole! aimed at you — bounces the effect back to the attacker.
Play on any card. The played-on card's value becomes the new value to match.
Wish for a colour, then pick an opponent with fewer or equal cards. They blindly draw cards from your hand until they hold more than you.
Block an opponent who is about to win the round. They must keep playing.
Toss in immediately after an event triggers to protect yourself from its effect. Doesn't count as a turn — still wish for a colour. Can't block ongoing events; on Doomsday you take 0 points. If the event chains into another event, you're not protected from that one.
Every other player draws 1 card from the draw pile. You don't draw. Then wish for a colour.
Every other player draws 2 cards from the draw pile. You don't draw. Then wish for a colour.
The cruelest card. Worth 42 penalty points if you're stuck with it at round end — get rid of it fast.
Whenever a black numeral hits the discard pile, the top event card flips. Each event is announced, applied to everyone, then play continues — unless the event itself ends the round. Each event card appears only once per game; once the event deck runs out, the discards are reshuffled. Easy mode removes event cards from the game entirely.
All hands pooled, shuffled, and re-dealt.
Every player's hand is collected, shuffled together, and dealt back out evenly. Resets who is ahead and who is drowning in cards.
Pass your entire hand to the player on your right.
Every player passes their entire hand to the neighbour on their right. Great for offloading a bad hand, painful if you were about to win.
Round ends now — score your hand.
The round ends immediately. Score whatever you're still holding — no more turns, no comebacks.
Discard every card of the last played color.
Every card matching the colour of the last played card is discarded from all hands. Can wipe out big stacks in one go.
Round ends. Every player takes 50 points.
The round ends and every player takes a flat 50 penalty points. A guaranteed bad day for everyone.
Discard every numeral set you can form.
Every player must discard every numeral set (same number) they can form from their hand. Hoarders lose the most.
Smallest hand swaps with the largest hand.
The player with the smallest hand swaps it with the player holding the largest hand. Punishes whoever is closest to winning.
Every player gives one card to someone.
Every player picks one card from their hand and gives it to another player of their choice.
Secret bid in the last color — highest wins all.
Each player secretly bids a card in the last played colour. Highest bid wins the whole pile — losers keep their bids.
Three turns left. Empty your hand or pay double.
A 3-turn countdown begins. If nobody empties their hand before it runs out, everyone's hand points are doubled.
Nothing happens. Play on.
Nothing happens. The card is announced, then play continues as if it never flipped.
Players draw 1, 2, 3 cards in order.
Players draw extra cards in turn order — 1 card, then 2, then 3, and so on. Hands grow fast.
Players discard 1, 2, 3 cards in order.
Players discard cards in turn order — 1, 2, 3, and so on. Hands shrink fast.
Every hand is revealed to all players.
Every player's hand is revealed face-up to everyone for 5 seconds. Use the intel for what comes next.
Everyone discards their hand and draws 3.
Every player discards their entire hand and draws 3 fresh cards. A full reset.
Cards face up — players take turns picking one.
A row of cards is laid face-up. Players take turns picking one to add to their hand.
Every player draws 3 cards.
Every player draws 3 cards. Bigger hands, more options, more penalty risk.
Give away your entire hand.
The player who triggered the event gives their entire hand away, distributed among the other players.
Everyone draws up to the largest hand.
Every player draws up to the size of the largest current hand. Everyone is now equally miserable.
Take one card from the player with the most.
Take one card of your choice from the player holding the most cards.
Everyone else scores the total value of the cards still in their hand. Sabotango wilds count 7 each, F*** You counts 42. The round winner scores 0.