Turn your phone upright. The board is built for portrait.
WHOT!
Match the call card by suit or number and be the first to empty your hand. You play against computer opponents, with the house rules from your rulebook.
or play with friends, each on their own phone
Host a game
Each friend opens this game on their own phone and taps Join a game. Send each of them an invite code, then paste back the reply code they send you.
Join a game
House rules
Play a card that matches the call card's suit or number. Can't play, or don't want to? Pick one card from the market and your turn ends. The dealer, the first player and the direction of play (clockwise or anticlockwise) are drawn at random every round. The turn timer is set at the start (10 seconds is the rulebook setting), and you get 5 extra seconds after it runs out before a card is picked for you.
Special cards
1
Hold On! Must match the call card like any card. Everyone else loses a turn and you play again (once, however many 1s). That extra play can be any card.
2
Pick Two. Next player picks 2 per card and loses their turn. No defence.
5
Pick Three. 3 per card. The next player can defend with 5s: each cancels 3. Anything left is picked and the turn is lost. A full defence stops it there.
8
Suspension. Next player loses a turn per 8. With two players you simply play again.
14
General Market. Every other player picks 1 per card, then you play again.
20
Whot! (optional) Plays on anything. Name a suit; the next card must be that suit or another Whot!. Can't defend or join a straight.
Straights
Select several cards with the same number and play them together. Effects stack.
The first card you tap that matches the call card leads. The last card you tap becomes the new call card.
Winning
Play your last card. If it has an effect (a 2, 5, 1, 8 or 14), that is resolved first. Picking never wins.
Three- and five-round modes: most rounds won takes the game, with a tie-break round if needed.
Highest out: when someone checks, every other hand is added up and the highest total is eliminated. It goes on until one player is left. A tie on points goes to the bigger hand, then to chance.
Hand values at round end: printed number, Stars double, Whot! 20.
Emotes
Hold your avatar, slide to an emote and let go (or tap one). You can send one every few seconds. The computer players react to what happens at the table too.
Where the rulebook was silent
If the opening card is a Whot!, it goes to the bottom of the market and another is turned.
An opening 2, 5 or 8 lands on the opening player. An opening 14 makes everyone else pick one. An opening 1 does nothing.
A Whot! played as your final card wins straight after you name a suit.
With 3+ players, 8s skip that many players after you. You are never skipped.
Your own penalties from 2s and 14s are never applied to you; 5 penalties can be defended by whoever they land on.
Name a suit
The next player must play this suit or another Whot!.