Cuttle
- Players: 2
- Equipment: Standard 52-card deck (no jokers)
- Suit Rank (low-high): Clubs-Diamonds-Hearts-Spades
- Goal: The first player to reach 21 points wins (though certain cards can change this number)
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
- Draw one card from the stock
- Play points: All cards A-10 have a point value equal to their face value (A is worth 1). A player can play one of these cards from their hand face up into their bench in front of them to collect its point value. The goal of each player is to have 21 points in their bench.
- Scuttle: Any point card (A-10) can be used to "scuttle" an opponent's point card (that is visible in their bench) if it has a higher face value (or if the face values are tied, a higher suit value) than the opponent's card. Both the scuttling card and the scuttled card are discarded into the waste pile.
- Play a one-off effect: A-7 and 9 all have their own "one-off" effect (see below) -after the effect is resolved, the card is discarded to the waste pile.
- Play an enduring effect: 8, J, Q, and K have effects that last indefinitely -the card is played on the player's bench and goes into effect
One-off Effects
- A: Clears all point cards and attached jacks from the board -the cards are placed in the waste pile
- 2: Removes one specific royal card (or glasses 8) from the board, which gets placed in the waste pile. If a jack is removed, the attached point card goes back to the other player.
- 3: The player may select one card from the waste pile, reveal it, and add it to their hand.
- 4: The opponent must discard two cards of their choice from their hand.
- 5: The player may draw two cards from the stock.
- 6: All royal cards on the board are moved to the waste pile.
- 7: The top two cards of the stock are revealed. The player chooses one to play immediately, then places the other on top of the stock. The player must choose a card that they can play (i.e. a jack can't be played if the opponent's bench is empty). If neither card can be played, the player chooses one card to put in the waste pile and leaves the other on top of the stock.
- 9: Allows the player to return any one card from the board to its owner's hand. That card cannot be played on the next turn.
- 10: has no effect other than its point value
Enduring Effects (Royals)
- 8: Placed sideways to show that it is being played as a "glasses" 8 -for its effect. Forces the other player to play open-handed as long as the 8 is in play.
- J: Take one card from the opponent's bench and move it to yours. Leave the jack beside this card so its effect is known. A jack can steal a stolen card back -and another jack could steal it again, etc.
- Q: All other cards on your board are safe from the effects of 2, 9, and jacks. Does not protect other cards from the effects of A, 6, or scuttling. Multiple queens can protect each other.
- K: Changes your win requirement:
- 0 kings: 21
- 1 king: 14
- 2 kings: 10
- 3 kings: 5
- 4 kings: 0 (instant win)
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:
- Play an ace. Can be countered, gets rid of all your point cards as well.
- Play a two (one-off). Only works if a royal card is keeping you in check and your opponent doesn't have a queen. Can be countered.
- Play a four. Only works if your opponent has two cards or fewer. Can be countered.
- Play a six. Can be countered, gets rid of your royals as well.
- Play a seven. Only as a last resort -can be countered and you have to hope you get something else on this list in the stock.
- Play a nine. Can be countered, only buys you one turn. Is blocked by queens.
- Play a jack. Doesn't work if your opponent has a queen, or if they have no point cards.
- Scuttle. Gets rid of one of your point cards.
Back to main page