How to Play
Everything you need to know about Cardinality — game setup, phases, scoring, tie rules, and edge cases.
Outsmart. Predict. Dominate.
Capture cards by correctly guessing if your card is Higher or Lower than your opponents'. Trade strategically, build sets, and reach the target score to win!
The Draw
All players draw a card from the deck. Only the active player can see their card.
The Call
The active player sets Ace High or Low (if per-turn rule), then calls Higher or Lower.
The Reveal
All cards are revealed. If the active player's card beats all others, they win every card drawn that round plus any board cards.
Tie Rules
Winning Tie: If the active player's card ties with another player's, no one wins. Tied cards go to the board and tied players skip next turn. The next round's winner claims those board cards too!
Non-Winning Tie: If two or more players tie with each other at a non-winning rank, they each earn a steal right — usable next round to steal 1 card from that round's drawn cards.
All Same Rank: If everyone draws the same rank, the active player wins all cards.
N-1 Tie Special: If all but 1 player are in a winning tie (e.g., 2 of 3, or 3 of 4 players), the remaining player automatically wins those cards.
Edge Case: Greedy 4-Card Double Tie (Winning Tie + Losing Tie)
This can only happen in 4-player Greedy games when all 4 players split into two pairs of ties at different ranks.
Example: Player 2 deals. Player 2 & 3 draw 5s (winning tie) — Player 1 & 4 draw 6s (losing tie at a higher rank for a "lower" guess).
Greedy Mode
The round winner keeps the turn and deals again immediately. Win streaks build up — after 2 consecutive wins, the next deal is a blind guess (you can't see your card).
Turn-Based Mode
The turn rotates to the next player after every round, regardless of who won. Fair and predictable — each player gets equal dealing opportunities.
Once the deck is empty, the Trading Phase begins — made up of 1–7 trading stages (configurable in settings). This is where you fix your sets!
Grand Sequence — 5 Points
Collect all 13 ranks: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. Suits don't matter — just complete the full set.
The Hoard — 3 Points
The player with the most cards wins 3 points. If tied, no one gets hoard points.
Tri-Bash — 1 Point per Set
Each set of 3+ cards of the same rank but different suits earns 1 point. Having 3 or 4 of the same rank counts as 1 Tri-Bash.
Target Score
If a target score is set, the game continues with new rounds until a player reaches or exceeds it. Scores carry over between rounds. First to reach the target wins — if tied, highest score wins.