How to play

Rules

Check! is a fast-paced card game of strategy, memory, and a little luck. Keep your hand’s total low, watch everything, and call it when you’re sure.

2–6 players52 cardsone round

01

The goal

Every player tends a small grid of face-down cards. When the round ends, all hands are revealed. The player holding the lowest total value wins.

You’ll get there by swapping unknown cards for better ones, discarding the heavy ones, and matching your way to a smaller hand. End the round with a confident “Check” before anyone can slim down further.

02

The deck and card values

Check! uses a standard 52-card deck, no jokers. Aces are worth −1, the only cards that subtract. Number cards score their face value, so a 7 is 7 points. Jack 11, Queen 12, King 13: the heaviest cards in the deck. Each carries an ability (section 07).

A
−1
7
7
J
11
Q
12
K
13
Aces are the only cards that subtract; 2–10 score face value.

03

The table

Three things live on the table:

  • The draw pile: face down. The remaining count sits right on the top card’s back.
  • The discard pile: face up. Only the top card matters, and everyone can see it.
  • Your hand: four cards dealt face down in a 2×2 grid in front of you. You don’t get to look at them, with one exception (next section).
39
Draw pile
7
Discard pile
A hand

04

Setup

Players gather in a lobby and the game master starts the game. The moment it starts, the lobby locks; nobody else can join.

Everyone receives four cards, face down, in a 2×2 grid. Then comes the one free look of the game, the initial peek: you may secretly look at your bottom two cards, just those, just once. Memorize them; they go back face down.

Your bottom two, one look. Then back face down.

05

Your turn

Turns move around the table. On yours, you must draw, one of two ways, and every turn ends with a card landing face up on the discard pile.

Draw from the draw pile

Look at the card privately, then either swap it face down into your grid, sending the card it replaces face up onto the discard pile, or discard the drawn card directly.

Take the top discard

Only if the pile isn’t sealed (section 06), and never a King, Queen, or Jack. You must swap it into your grid. Everyone already knows the card, so they will watch where it lands.

A drawn King, Queen, or Jack does nothing by itself. Abilities trigger only when a special card is discarded from your hand, never when you tuck one in. Every discard immediately opens the matching window (section 06); once it closes and any abilities resolve, the turn passes on.

If the clock runs out

Every decision window is limited, 45 seconds by default, so nobody can stall the table:

  • Haven’t drawn? You draw from the draw pile automatically.
  • Still holding a deck draw? It’s discarded for you.
  • Still holding a discard-pile draw? It’s swapped with the first card in your grid.
  • An unresolved ability fizzles (section 10).
  • Never ready for the initial peek? The peek phase starts without you.

06

Matching

The instant any card lands face up on the discard pile, a short real-time window opens, about 5 seconds, and every unlocked player, including whoever just discarded, may race to throw a card of the exact same rank from their hand onto it.

Hit it and your card leaves your hand. The pile also seals: nobody may draw from it until the start of the next turn. Match a special card onto a special card and both abilities trigger (section 07).

Miss with a wrong-rank card and it comes straight back, and you immediately draw a penalty card. The window stays open for everyone, and you may even try again with a different card.

Pass and it’s final for that window; no changing your mind. The window closes when someone hits, everyone has passed, or time runs out.

Two edges worth knowing: match away your last card and you’ve automatically called Check (section 08). Balloon to eight cards through penalties and you’re disqualified: locked out of the round, your hand still scored, no way to win. If disqualifications ever leave fewer than two active players with no Check in progress, the round simply ends.

39
Draw pile
7
Discard pile
A successful match seals the pile until the next turn.

07

Special cards

Discarding a King, Queen, or Jack, on your turn or as a match, triggers its ability:

  • King: peek at any two cards on the table, then swap any one card with any other.
  • Queen: peek at any one card, then swap any one card with any other.
  • Jack: no peek, straight to the swap.

Both stages are optional: skip the peek, skip the swap, or let the whole thing go. Peeking isn’t invisible: everyone sees which positions you peek at; only you see the faces.

When a special is matched onto another special, both abilities stack and resolve last-in, first-out. Alice discards a King; Bob matches it with his own. Bob’s King resolves first, then Alice’s.

K

Peek two, then swap one

Q

Peek one, then swap one

J

Swap one

Eye means peek, arrows mean swap. The same badges appear in play.
K
K
  1. 1Bob’s King resolves first because it landed last.
  2. 2Then Alice’s.
Matched specials stack. Last in resolves first.

08

Check and final turns

Convinced your total is the lowest at the table? On your turn, with nothing else pending and final turns not already underway, call “Check.”

Your turn ends instantly and you’re locked: no more turns, no matching, and your cards can’t be touched by anyone’s abilities.

Everyone else now gets exactly one last turn, played under the full rules: matching windows, abilities, all of it. Nobody else may call Check during final turns.

And if a match ever empties your hand outright, that’s an automatic Check: same lock, same final turns for everyone else.

09

Scoring

After final turns, every hand flips face up and the totals are counted, aces still −1. Lowest total wins. A tie is shared: all tied players win. The game is a single round.

10

Fine print

The draw pile runs dry
The discard pile’s top card stays put; everything beneath it shuffles into a fresh face-down draw pile.
Nothing left to draw anywhere
If a draw is required, a penalty for example, and neither pile can provide even after reshuffling, the game ends on the spot and hands are scored as they lie.
Fizzled abilities
If your ability’s turn on the stack comes up but you’re locked, it fizzles: removed with no effect.

Ready?

Lowest hand wins.