ROWLETTE

๐Ÿ“– Official Rulebook

๐Ÿ“‘ Table of Contents

๐ŸŽฎ 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.

2-4
Players
20-30
Minutes
8+
Ages
3
Rounds

Game Concept

๐Ÿ“ฆ 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.

๐Ÿ”ด
1-2
Red
โšซ
3-4
Black
๐Ÿ”ด
5-6
Red
โšซ
7-8
Black
...
...
continues

2. Zero Cards (18 cards) ๐Ÿ’š

Raise your zero-track. Reach 6+ zero-points and you explode, halving your score!

๐Ÿ’š
000 MAX
ร—3 | +3 pts
๐Ÿ’š
00 MIN
ร—7 | +2 pts
๐Ÿ’š
0 MAX
ร—4 | +1 pt
๐Ÿ’š
0 YOU
ร—4 | +1 pt

3. Special Cards (10 cards) ๐Ÿ”ท

๐Ÿ”ท
Remove 0
ร—3
๐Ÿ”ท
+Limit
ร—3
๐Ÿ”ท
Order โ–ฒ
ร—2
๐Ÿ”ท
Order โ–ผ
ร—2

4. Goal Cards (24 cards) ๐ŸŽฏ

6 types, 4 copies of each. Activated when you meet their thresholds.

๐Ÿ”ด
Red
Red cards
โšซ
Black
Black cards
2๏ธโƒฃ
Even
Even numbers
1๏ธโƒฃ
Odd
Odd numbers
โฌ†๏ธ
High
21-40
โฌ‡๏ธ
Low
1-20

โš™๏ธ Setup

  1. Shuffle the main deck: numbers + zeros + special cards. Reveal 3 cards as the initial market.
  2. Each player starts with:
    • An empty personal line
    • A jackpot of 1 (Round 1)
    • Zero-track at 0
  3. Randomly choose the first player.

Starting Jackpot in Rounds 2 & 3

Use this formula based on the leaderboard gap:

โšก Formula

gap = leader_total โˆ’ 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.

๐ŸŽฒ 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

โšซ BLACK card

Add +1 coin to your jackpot.

๐Ÿ”ด RED card

Draw 3 Goal cards, keep 1, and return the other 2 to the bottom of the Goal deck.

โš ๏ธ Auto-Stop Limit

When you reach 10 number cards in your line, you immediately STOP. Your round ends (but the market keeps refillingโ€”a zero might still hit you).

๐Ÿ”ท 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)

2. +Limit (+L)

3 & 4. Order โ–ฒ / โ–ผ

โœ… Example of Order โ–ฒ

You have: 8 โ†’ tuck โ–ฒ 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)

๐Ÿ’š Zero Assignment

When Zeros Appear

During market refill, if a zero is revealed:

  1. It assigns immediately (doesn't enter the market).
  2. 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?

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.

โš ๏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.

โš ๏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

At 6+ zero-points, you explode:

โœ… 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.

๐ŸŽฏ 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 โ‰ฅ2 cards that match it

2nd Goal โ†’ needs โ‰ฅ3 cards that match it

3rd Goal โ†’ needs โ‰ฅ4 cards that match it

4th Goal โ†’ needs โ‰ฅ5 cards that match it (and so on, +1 each)

Goal Types

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.

โœ… Example of Goal Activation

You collect Goals in order: 1) Red, 2) Even, 3) High

Thresholds are: โ‰ฅ2, โ‰ฅ3, โ‰ฅ4 respectively

Your line contains: 3 red, 2 even, 4 high

  • ๐Ÿ”ด Red (โ‰ฅ2) โ†’ you have 3 red โ†’ โœ… ACTIVE (flip face down)
  • 2๏ธโƒฃ Even (โ‰ฅ3) โ†’ you have 2 even โ†’ โŒ NOT active
  • โฌ†๏ธ High (โ‰ฅ4) โ†’ you have 4 high โ†’ โœ… ACTIVE (flip face down)

Result: 2 active Goals

๐Ÿ End of Round & Final Score

Scoring Steps

  1. Count your active Goals
  2. Goal Score = (your Jackpot) ร— (# Active Goals)
  3. If you exploded, halve your score (round down)
  4. Add Order bonuses: +2 for each valid step (not multiplied)
  5. Record your total score
  6. Reset everything: line, goals, zero-track

๐Ÿ’ฐ Complete Scoring Example

Situation:

  • Jackpot = 3
  • Active Goals = 2 (Red and High)
  • Order Bonus (from an โ–ฒ 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).

๐Ÿ“‹ Detailed Examples

Example A: Special Cards Make You Targetable Again

Nina has in her line: ..., 18, then takes Order โ–ฒ 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:

Example C: Remove 0 is One-Shot

Kay takes the Remove 0 card. In her line is a 00. She:

  1. Removes the 00 from her line
  2. Reduces her zero-track by 2 (-2 points)
  3. Shuffles the 00 back into the deck
  4. Discards the Remove 0 card (can't use again this round)

Example D: Complete Calculation with Multiple Goals

๐Ÿ“Š 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), โ‘ก Even (threshold 3), โ‘ข High (threshold 4)
  • Order โ–ฒ tucked under 7, then added 12, 22, 30
  • Zero-track: 1 (one single 0 received)

Count:

  • Black: 4, 7, 12, 22, 30 = 5 cards (โ‰ฅ2) โœ… ACTIVE
  • Even: 4, 12, 22, 30 = 4 cards (โ‰ฅ3) โœ… ACTIVE
  • High (21-40): 25, 22, 30 = 3 cards (โ‰ฅ4) โŒ NOT ACTIVE
  • Chain โ–ฒ: 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

๐ŸŽฐ Rowlette โ€” Complete Rulebook

Print this page for a hardcopy or share it online!