Accessible rules
Hit! rules
Accessible HTML rules · Reiner Knizia · PixieGames 2021
This structured text version paraphrases the official PixieGames rulebook (in French). Hit! is a push-your-luck card game for 2 to 5 players. Draw cards to score points, steal your rivals' matching cards, and know when to stop — or lose everything in front of you. The most points when the pile runs out wins.
Game overview
Each card is worth its number. Cards you draw lie face up in front of you. At the start of your next turn, they go face down into your loot, where nothing can touch them.
The more you draw, the more you score — until you draw a number you already hold with three or more cards in front of you, and lose them all.
Game components
- 90 number cards.
- Eleven cards each of the values 1 to 5.
- Seven cards each of the values 6 to 10.
Setup
- Shuffle all the cards into one pile in the middle of the table.
- The player with the biggest hat starts. Here, a random player starts.
- Play goes clockwise.
Your turn
- Collect your gains. Add the cards face up in front of you to your loot, face down.
- Draw cards. Reveal cards one at a time and place each one face up in front of you, grouped by value.
- After each card, draw again or end your turn. You always draw at least one card.
Stealing cards
Each time you draw a card, you may also steal all the face-up cards of the same value from every other player. Add them to the cards in front of you.
You take them from every player, or from none.
Losing your turn
If you draw a card of the same value as a card already in front of you, you lose your turn. Discard every face-up card in front of you. They are lost for good.
This applies only when you already have three or more cards in front of you. With one or two cards, a card of the same value joins them and your turn goes on.
A card that loses your turn steals nothing. Your loot is never at risk.
End of the game
The game stops immediately after the last card of the pile is revealed. Every player adds the face-up cards still in front of them to their loot.
Each player adds up the values of their loot. The highest score wins.
Example
- You draw a 6. Nobody else holds one. It goes in front of you.
- You draw a 1. You could steal two 1s, but you decline to stay under three cards.
- You draw another 6. With only two cards in front of you, it simply joins them.
- You now hold three cards, so a 1 or a 6 would lose your turn. You draw a 5 and steal the two 5s your rivals hold.
- You draw again and reveal a 6. You lose your turn and discard every card in front of you.
How this table plays
- A random player starts.
- Every line and every loot is public. The order of the pile is secret.
- In beginner mode, chosen when creating the table, the table shows the active player's chance to lose their turn, from the cards still in the pile.
- The steal on the last card still resolves before the game ends.
- On a tie, the most cards in the loot wins, then the fewest lost turns, then the lowest seat.
- A player who runs out of time takes the steal on offer, then ends their turn.
- The host may choose the rulebook's variant when creating the table. The host also picks the number of rounds, from 2 to 7 (3 by default). The first player moves one seat each round, and the scores add up.