Practice its own deals, so it never spoils a daily
Motion
Records
How to play
Twenty cards, four poker hands. Split the deal into a full house, a
straight and two flushes. Every card belongs to exactly one of them, and there
is only one way to do it.
Pick
Tap five cards. The line under the table says what they make as you go.
Submit
If those five are one of today's hands, they lock into a coloured band. If they make a
hand you still need but it is not today's, that is a mistake. Four mistakes and the
deal is over.
One away
When four of your five belong together, the game says so.
Free
Five cards that make nothing on today's list cost nothing, and the game says what they
make instead. Only a wrong deduction counts.
Think
There are always more hands on the table than four. The right one is the one that leaves
enough cards for the others. Start with the hand that has the fewest ways to be made, and
if a card fits only one hand, that hand must use it.
Colours
Yellow is the plainest hand to see, purple the hardest. Find purple first and you will
have earned it.
Daily
A new deal every midnight. Any finished daily counts toward days running, won or folded.
Weekends never break a run. Missed a day? Play it the next day.
A hand counts as its best kind only, as in poker: a straight flush is neither a
straight nor a flush. Aces play high or low (10 J Q K A, or A 2 3 4 5) but never round the
corner (Q K A 2 3 is nothing). The two flushes are always in different suits. Every deal has
exactly one answer, and you can reach it by reasoning alone. Tap a hand's name at the top
any time to see what it is.
Keys: arrows to move, Space to pick, Enter to submit, Esc to clear, S to sort.