Cuttle

Setup

Deal five cards to each player and give an extra card to the dealer. Set the rest of the cards face down as the stock.

Gameplay

Starting with the non-dealer, players take turns completing exactly one of the following actions

One-off Effects

Enduring Effects (Royals)

Countering

When a player uses a one-off effect, their opponent may instantly play a two, which stops the effect. The opponent may respond with their own two to counter the counter, etc. Twos cannot stop the effects of royals, glasses 8s, scuttling, or the playing of point cards. If a player has a queen in their bench, they cannot be countered.

Endgame

In the somewhat rare event that the stock is depleted, the game continues. However, instead of drawing, players have the option to pass their turn. After three consecutive passes (e.g. player 1 passes, player 2 passes, player 1 passes), the game is declared a stalemate. If a player has no cards remaning in their hand, they must pass.

Strategy: Getting Out of Check

In cuttle, a player is said to be "in check" when their opponent is within ten points of the goal and has at least one card in hand. Theoretically, the opponent can win on their next turn. It is almost never right to assume that your opponent is bluffing -if you are in check, always try to get out. Here are all of the possible ways to do that, and the limitations associated with each:

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