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How to Play

Goal

Collect the most valuable stack of assets by the time the deck runs out. Highest total value wins.

Choosing your rules

Simple: just the core game, with no Swap, Move, or Penny Jar cards.

Simple with Action Cards: adds Swap, Move, and the Penny Jar wild card. This is the default.

Advanced: bigger hands (6 cards) and up to two actions per turn. Adds an Improve a Set action, and makes a rival's second-from-top set challengeable too, not just their top one.

Your turn

Do one of the following: form a set from two matching cards in your hand, complete a set using the top discard, discard a card, challenge a rival's set, or play a Swap or Move card.

Advanced rules only: afterward, you may take one more action (the same kind or a different one), or end your turn.

Forming sets

A set is two cards of the same asset (like two Yachts), or one asset plus a wild card. Two wild cards can't pair with each other; you always need at least one real asset.

Sets you form stack up in front of you. Only the top of your stack can ever be challenged (or, in Advanced rules, the second-from-top set too). The very first set you formed stays protected for good.

Improving a set (Advanced only)

Add one more matching asset card to your own top set, making it worth more. Wild cards can't be used this way.

Wild cards

Silver Bar and Gold Bar can each stand in for any asset when forming a set or defending a challenge.

Simple with Action Cards and Advanced also include the Penny Jar, a wild that counts double toward keeping a challenge alive.

Challenging

On your turn, click a rival's set that's outlined in amber (it means you're holding a card that matches it) to challenge it. They can concede and hand it over, or reveal a matching card of their own to defend, and it can go back and forth.

Most cards count as one toward what's needed to keep a challenge alive, but the Penny Jar counts as two. Whoever runs out of matches (or gives up) first loses the set, and everything revealed along the way, to the other side.

Advanced rules only: challenging a rival's second-from-top set takes two matching cards (or a single Penny Jar) to start. After that, one card at a time keeps it going. If you lose, you can't challenge that same rival again until your next turn.

Swap & Move

Simple with Action Cards and Advanced only.

Swap trades your top set for a rival's top set, useful when theirs is worth more than yours.

Move reorders a stack: send its top set to the bottom, or bring its bottom set to the top. Play it on a rival to expose their protected set, or on yourself to bury and protect your best one.

Draft Piles (2–3 player variant)

An optional twist for 2- or 3-player games, toggled at setup. Three face-up piles sit in the middle, and drafting from them is available alongside your other turn options.

To draft: pick one card from your hand plus the top card of a draft pile that together form a valid set (in a 2-player game, you may combine the top cards of more than one pile at once). The claim isn't placed in your stack right away; an opponent gets to challenge it first, just like a normal challenge: reveal a matching card to contest it, or concede and let you keep it.

2-player: either player may challenge, and you may draft from all three piles at once. Hands are dealt 6 cards, and Mansion, Silver Bar, and Gold Bar are left out of the deck entirely, so there are no wild cards in this mode.

3-player: piles are arranged so each one sits between two seats. You may only draft from one pile at a time, and only from the two piles touching your own seat, never the one sitting entirely between your two rivals. Only the neighbor who shares that pile with you can challenge what you draft from it; the third player has no say.

Winning

Once the deck and everyone's hand are empty, the game ends. Whoever's stack is worth the most wins; no minimum needed.