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Printable Nertz score sheet

Nertz rounds end in ten seconds of shouting and then three minutes of counting. This pad holds six players’ round scores and running totals to 100, with the +1/−2 arithmetic printed at the top so the counting goes as fast as the game.

Solitaire rules card → Prints on one page — US Letter or A4. Save as PDF from the print dialog.

Nertz

Each player: own deck, 13-card Nertz pile · shared ace foundations in the middle
+1 per card on the foundations · −2 per card left in your Nertz pile · first to 100
Rounds to 100 — score each round +1 per card you played to the middle, −2 per card still in your Nertz pile. Negative rounds happen; that’s Nertz.
RdPlayer 1Player 2Player 3Player 4Player 5Player 6
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Round scoring

  • Someone empties their 13-card pile and calls “Nertz!” — the round stops instantly
  • +1 for each of your cards on the shared center foundations (count by suit color if decks differ)
  • −2 for each card still in your Nertz pile — the caller has none by definition
  • Everyone scores every round, caller or not · play to 100
  • All players hopelessly stuck: stop the round and score it as it stands
  • House variant (agree first): +10 bonus to the caller
Nertz — also played as Nerts, Pounce, or Racing Demon — is a public-domain folk game; this sheet follows the standard published scoring. Every player needs their own distinguishable deck.
Limestone Games Nertz score sheet · free printable · limestonegames.com/printables/

How to play Nertz

Nertz is competitive solitaire at a full sprint: everyone plays their own Klondike-style layout simultaneously — no turns — racing to feed aces and follow-ups into the shared foundations in the middle of the table. Your 13-card Nertz pile is the enemy: every card that escapes it is safety, every card still in it at the shout costs you double.

The layout, in one breath

Thirteen cards in the Nertz pile (top card face up), four work piles beside it played downward in alternating colors, and the rest of your deck flipped in threes as your stock. Aces fly to the middle the instant they surface — anyone may build on any foundation, and two hands arriving at once is settled by whichever card lands first, which is a rule best enforced with laughter.

Scoring without the recount

Flip the center piles, deal them back out by deck design, and count: +1 each, then −2 per card still trapped in your pile. Write the round and the running total — the pad's totals column decides the moment someone crosses 100, and in Nertz that always happens mid-argument.

Frequently asked

How many can play? Two to six comfortably at one table — beyond that the middle becomes a contact sport. Big groups split into pairs sharing a deck and a set of hands.

Same as Pounce and Racing Demon? Same game, regional names. Scoring quirks travel with the name, which is exactly why the pad prints its rules on itself.

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