Card game · vs Computer
Skyjo
Twelve cards. A little luck. Keep it low.
Limestone / The Card RoomYou
Three equal cards in a column clear together.
THE CARD ROOM
is a little more.
Draw pile
Discard
Your draw
A little lessis a little more.
Computer
Only face-up cards count toward the visible total.
You
Computer
Score sheet No rounds finished yet
| Round | You | Computer | Running total |
|---|
A ×2 marks the finisher’s penalty. Lower is better.
How to play Skyjo
- Reveal two. Start with 12 cards in four columns. Turn over any two. The higher visible total starts the first round; the previous finisher starts later rounds.
- Draw or take. Take the discard and swap it for any card in your grid. Or draw a hidden card: keep it and swap, or discard it and reveal one hidden card.
- Clear a column. Three face-up cards with the same number in a vertical column are discarded automatically, even during the final reveal.
- Finish carefully. Reveal all your remaining cards to give the computer one final turn, or vice versa. Remaining hidden cards then turn over for scoring.
- Keep it low. Add the remaining card values. The finisher doubles a positive round score unless it is strictly lower than the opponent’s. At 100 or more total points for either player, the lowest total wins; equal totals tie.
Values range from −2 to 12. Visible points exclude hidden cards. A tied opening reveal lets you start.
Rules reference: Magilano’s Skyjo rulebook. This is an independent browser adaptation.
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