Skyjo’s scoring has one famous trap — end the round without the strictly lowest score and your points double. This pad tracks rounds and running totals for six players with that rule printed right on it, because someone always disputes it.
| Rd | Player 1 | Player 2 | Player 3 | Player 4 | Player 5 | Player 6 | ||||||
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| round | total | round | total | round | total | round | total | round | total | round | total | |
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Everyone tends a 3×4 grid of face-down cards worth −2 to 12, revealed and swapped one decision at a time. On your turn, draw from the deck or take the discard, then either swap it for any card in your grid (face-up or face-down) or — if you drew and don't want it — discard it and flip one of your own. Low cards are treasure, high cards are debt, and three equal cards stacked in a column vanish entirely.
The moment someone's twelfth card is face-up, everyone else gets exactly one more turn and the round scores. Here's the famous part: the finisher must end with the strictly lowest score, or their round score doubles — and a tie triggers it too. Racing to finish with a mediocre grid is how a 14-point round becomes 28. The pad prints the rule verbatim because every table relitigates it.
Each player gets a round column and a running total. The game has a hard ceiling, not a fixed length: play until someone's total touches 100, then the lowest total wins — so the pad's totals column is the whole drama.
Do negative scores double? No — the doubling penalty applies only when the finisher's round score is positive.
How many rounds does a game take? Usually six to nine with typical scores; the sheet's ten rows cover a full game with room to spare.