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Soch yoymoH
Learn
How to play
7
Soch yoymoH

Build a valuable line of unique numbers, then decide whether to secure it or risk one more card.

0
1
2
3
4
5
6
200
The objective

Score points from the cards in front of you. At the end of a round in which at least one player reaches 200 total points, the player with the highest score wins.

A round can reward patience, but revealing a number already in your line makes you jonHa' and scores you no points for that round.

1
Your turn
yIyoymoH

Reveal one more card. Number and modifier cards remain in your line; action cards are resolved when they appear.

yIjon

Stop taking cards, secure the points currently in your line, and sit out for the rest of the round.

jonHa'
If you reveal a duplicate number, you leave the round and score zero unless an 'eb cha'DIch protects you.
7
Flip seven

Reveal seven different number cards and the round ends immediately for everyone. You score your line plus a 15-point bonus.

Action cards and score modifiers do not count toward the seven unique numbers. Zero is a number: it is worth no points, but it still counts toward seven.

+ Ă—
Scoring
  1. 1Add the values of your number cards.
  2. 2If you have Ă—2, double the number-card total.
  3. 3Add any +2, +4, +6, +8, or +10 modifier cards.
  4. 4Add 15 more points if you revealed seven unique numbers.
(5 + 8 + 11) Ă— 2 + 4 = 52
Action cards

Choose any active player, including yourself. If you are the only active player, you must choose yourself.

taDmoH

The chosen player secures their current points and becomes inactive for the rest of the round.

wej yIyoymoH

The chosen player must reveal the next three cards one at a time. Stop early if that player reaches seven unique numbers or becomes jonHa'. Additional taDmoH and wej yIyoymoH cards wait until the three-card sequence is finished.

'eb cha'DIch

Keep this card until you reveal a duplicate number. Discard both the duplicate and 'eb cha'DIch, then remain active. A player may hold only one; an extra must be given to another eligible active player or discarded.

94
The deck and rounds

The deck contains one 0, one 1, two 2s, and so on through twelve 12s. It also contains three copies of each action card and one of each score modifier, for 94 cards total.

The dealer gives every player one face-up card before normal decisions begin. Action cards interrupt the deal and are resolved before dealing continues.

A round ends when every player has stayed, frozen, or become jonHa', or when someone reveals seven unique numbers. Used cards remain set aside between rounds. The remaining deck passes left to the next dealer; only when the draw pile runs out are discarded cards shuffled into a new pile, leaving all cards currently in front of players untouched.

Start a Soch yoymoH lobby

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