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.
| Rd | Player 1 | Player 2 | Player 3 | Player 4 | Player 5 | Player 6 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| round | total | round | total | round | total | round | total | round | total | round | total | |
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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.
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.
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.
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.