๐ฎ Introduction
Rowlette is a fast-paced push-your-luck card game with a roulette vibe. Each player builds a personal line of number cards to activate Goals and multiply a jackpot.
Game Concept
- Black cards โซ โ increase your jackpot (+1 coin)
- Red cards ๐ด โ let you choose a Goal
- Green zeros ๐ โ raise your zero-track; at 6+ points you explode!
- Blue Special cards ๐ท โ special effects (remove zero, raise limit, order chains)
๐ฆ Components
1. Number Cards (40 cards)
Numbered 1 to 40. Color alternates every 2 numbers: 1-2 red, 3-4 black, 5-6 red, etc.
2. Zero Cards (18 cards) ๐
Raise your zero-track. Reach 6+ zero-points and you explode, halving your score!
3. Special Cards (10 cards) ๐ท
4. Goal Cards (24 cards) ๐ฏ
6 types, 4 copies of each. Activated when you meet their thresholds.
โ๏ธ Setup
- Shuffle the main deck: numbers + zeros + special cards. Reveal 3 cards as the initial market.
- Each player starts with:
- An empty personal line
- A jackpot of 1 (Round 1)
- Zero-track at 0
- Randomly choose the first player.
Starting Jackpot in Rounds 2 & 3
Use this formula based on the leaderboard gap:
โก Formula
gap = leader_total โ your_total(rounded down)
starting_jackpot = 1 + (gap / 10)
Example: if you're 25 points behind, your starting jackpot is 1 + 2 = 3
Jackpot ranges from 1 to 4, giving a boost to players who are behind.
๐ฒ Turn Structure
At the start of your turn, choose:
A
STOP โ Leave the round. You can't be hit by zeros anymore.
B
PLAY โ Take 1 card from the 3-card market and add it to your line. Then refill the market back to 3 cards.
Effects of Number Cards
โซ BLACK card
Add +1 coin to your jackpot.
๐ด RED card
Draw 3 Goal cards, keep 1, and return the other 2 to the bottom of the Goal deck.
โ ๏ธ Auto-Stop Limit
When you reach 10 number cards in your line, you immediately STOP. Your round ends (but the market keeps refillingโa zero might still hit you).
๐ท Special Cards
Special cards are support cards. They don't count as numbers and are tucked under other cards, so your "last visible number" remains a number.
1. Remove 0 (R0)
- Immediately remove the most recent zero from your line.
- Reduce your zero-track by that zero's value (e.g., 000 = -3).
- Shuffle that zero back into the deck.
- One-shot use per round (discard after use).
2. +Limit (+L)
- Increase your number-card limit by +1 for this round (from 10 to 11, etc.).
- Tuck this card under your jackpot marker as a reminder.
3 & 4. Order โฒ / โผ
- Tuck this card under your most recent number.
- If you don't have a number yet, tuck it under your first number when you take one.
- Bonus scoring: For each number that follows the order (โฒ = strictly increasing, โผ = strictly decreasing), earn +2 points per step until the chain breaks.
- Order bonuses are added after jackpot calculation and not multiplied.
โ
Example of Order โฒ
You have: 8 โ tuck โฒ under 8 โ take 13 โ take 26 โ take 38 โ take 25
Order score: +2 (for 13) +2 (for 26) +2 (for 38) = +6 bonus (chain breaks at 25)
๐ Zero Assignment
When Zeros Appear
During market refill, if a zero is revealed:
- It assigns immediately (doesn't enter the market).
- If multiple zeros appear during the same refill, the first assigns, others are set aside and shuffle back into the deck when a non-zero appears.
Who is Eligible to Receive a Zero?
- โ
Haven't STOPPED yet
- โ
Haven't exploded
- โ
Have at least 1 number in their line
Assignment Rule
Each zero has a target that determines who receives it:
YOU โ the active player (if eligible)
MIN โ the eligible player whose last number is lowest
MAX โ the eligible player whose last number is highest
Note: Ignore special cards and zeros when counting; only count the last actual number.
โ ๏ธ Protection: One Zero per Player per Turn
During one active player's turn, each other player can receive at most 1 zero. If a second zero in the same turn would hit the same player, that zero is discarded.
โ ๏ธ Example
Bob has the lowest number. During Carol's turn, a MIN zero hits Bob. Shortly after, another MIN zero appears that would also target Bob, but Bob already took one zero this turn โ the second zero is discarded.
Zero-Track & Explosion
- 0 = +1 zero-point
- 00 = +2 zero-points
- 000 = +3 zero-points
At 6+ zero-points, you explode:
- Immediate STOP for the round
- Your final score is halved (rounded down)
โ
Example of Explosion
You have 4 zero-points. You take a 000 (+3) โ total 7 โ you explode!
If your score would be 24, it becomes 24 รท 2 = 12 points.
๐ฏ Goals & Scoring
How Goals Work
Each time you keep a Goal, place it in order. The activation threshold increases with each Goal you collect:
1st Goal โ needs โฅ2 cards that match it
2nd Goal โ needs โฅ3 cards that match it
3rd Goal โ needs โฅ4 cards that match it
4th Goal โ needs โฅ5 cards that match it (and so on, +1 each)
Goal Types
- ๐ด Red โ red cards in your line
- โซ Black โ black cards in your line
- 2๏ธโฃ Even โ cards with even numbers
- 1๏ธโฃ Odd โ cards with odd numbers
- โฌ๏ธ High โ numbers from 21 to 40
- โฌ๏ธ Low โ numbers from 1 to 20
Duplicates Allowed
You can have two Goals of the same type (e.g., two Red Goals). Each has its own independent threshold.
When a Goal Activates
The moment you reach the threshold, flip the card face down (or rotate 90ยฐ) as a reminder that it's locked in.
โ
Example of Goal Activation
You collect Goals in order: 1) Red, 2) Even, 3) High
Thresholds are: โฅ2, โฅ3, โฅ4 respectively
Your line contains: 3 red, 2 even, 4 high
- ๐ด Red (โฅ2) โ you have 3 red โ โ
ACTIVE (flip face down)
- 2๏ธโฃ Even (โฅ3) โ you have 2 even โ โ NOT active
- โฌ๏ธ High (โฅ4) โ you have 4 high โ โ
ACTIVE (flip face down)
Result: 2 active Goals
๐ End of Round & Final Score
Scoring Steps
- Count your active Goals
- Goal Score = (your Jackpot) ร (# Active Goals)
- If you exploded, halve your score (round down)
- Add Order bonuses: +2 for each valid step (not multiplied)
- Record your total score
- Reset everything: line, goals, zero-track
๐ฐ Complete Scoring Example
Situation:
- Jackpot = 3
- Active Goals = 2 (Red and High)
- Order Bonus (from an โฒ chain) = +6
- Not exploded
Calculation:
1. Base score = 3 ร 2 = 6 points
2. No explosion, stays 6 points
3. Add order bonus = 6 + 6 = 12 points
After Rounds 1 & 2
Sum your scores and start the next round with a new starting jackpot calculated from the leaderboard gap.
Game End (after Round 3)
Whoever has the highest total score wins!
In case of a tie: winner is whoever has more active Goals in the final round (or share the victory).
๐ Detailed Examples
Example A: Special Cards Make You Targetable Again
Nina has in her line: ..., 18, then takes Order โฒ and tucks it under 18.
Her last visible card is still a number (18). If a MAX Zero looks for the player with the highest number, Nina is still targetable.
Example B: One Zero per Player per Turn
Leo's last number is 3 (the lowest). During Maria's turn:
- First: a YOU zero appears that targets Leo โ
- Later: a 00 MIN appears that would target Leo again
- Result: Leo already took one zero this turn โ the 00 is discarded โ
Example C: Remove 0 is One-Shot
Kay takes the Remove 0 card. In her line is a 00. She:
- Removes the 00 from her line
- Reduces her zero-track by 2 (-2 points)
- Shuffles the 00 back into the deck
- Discards the Remove 0 card (can't use again this round)
Example D: Complete Calculation with Multiple Goals
๐ Marco's Complete Turn
Initial Situation:
- Jackpot = 2
- Line: 4 (black), 7 (black), 5 (red), 12 (black), 15 (red), 22 (black), 25 (red), 30 (black)
- Goals: โ Black (threshold 2), โก Even (threshold 3), โข High (threshold 4)
- Order โฒ tucked under 7, then added 12, 22, 30
- Zero-track: 1 (one single 0 received)
Count:
- Black: 4, 7, 12, 22, 30 = 5 cards (โฅ2) โ
ACTIVE
- Even: 4, 12, 22, 30 = 4 cards (โฅ3) โ
ACTIVE
- High (21-40): 25, 22, 30 = 3 cards (โฅ4) โ NOT ACTIVE
- Chain โฒ: 7 โ 12 โ 22 โ 30 = +2 +2 +2 = +6 bonus
Scoring:
Base score = 2 ร 2 (active goals) = 4
+ Order bonus = 4 + 6 = 10 total points
๐ฐ Rowlette โ Complete Rulebook
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