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Three players, fifteen tricks per round, three rounds per match. Each seal you fail to discard at round's end costs you 3 points. The wizard with the highest score wins.
Take seals from the central pool, one at a time, choosing colors you intend to win tricks in. When the pool is empty, you may steal seals from rivals — but they receive a white joker in return (worth −4 if unspent). Pass when ready.
Lead any color. Others must follow if able. Red is trump and beats all. Highest card of the lead color (or highest red) takes the trick.
−3 per leftover colored seal · −3 per black seal · −4 per unspent joker. Match score is the sum of three rounds.