2–4 10m Medium Trick-taking
Score the most points over 3 rounds. Everybody starts with 5 points. Lay clues, win the tricks that bury them, and avoid plot holes.
Use a standard 52-card deck and both Jokers, 54 cards.
In each suit the Ace is highest and the 2 is lowest. Hearts ♥ are trump. An Alibi (Joker) has no rank and no suit, and it never wins a trick unless every card in the trick is an Alibi.
Shuffle all 54 cards every round. Deal each player the number of cards below, and set the rest aside face down. Nobody looks at them.
| Players | Cards each | Clue limit | Set aside |
|---|---|---|---|
| 2 | 15 | 6 | 24 |
| 3 | 16 | 5 | 6 |
| 4 | 13 | 4 | 2 |
The first player moves one seat to the left each round.
At the end of each round, add up your points:
A player with no clues, including one who recanted, is snitching. A snitch who wins no tricks scores 10 and nothing else. When a snitch wins no tricks, nobody scores the perfect crime that round, and every plot hole costs 2 instead of 1. A snitch who wins a trick scores like everybody else, and every trick they win is a plot hole.
A total never goes below 0. After 3 rounds the highest total wins. A tie goes to whoever of the tied players scored the most in the last round, and if that ties too the win is shared.
You need paper and a pencil to keep score.
Inspired by No Loose Ends, designed by Taiki Shinzawa (1 more game) 2025 BoardGameGeek Explainer video
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