SCOUT · Rules and setup

The highest cumulative score after three rounds wins; ties share victory. A round ends when someone empties their hand, or the other two players consecutively scout without beating the last show.

SCOUT · 2021

3–3 players · About 20 minutes

Three players, 36 cards, 12 per player, three rounds; does not use the two-player variant

Oink Games SCOUT; this site's verified three-player rules against AI

Winning and ending the game

The highest cumulative score after three rounds wins; ties share victory. A round ends when someone empties their hand, or the other two players consecutively scout without beating the last show.

Setup

SCOUT · Basic Setup

Center of the table

  1. Three players, 36 double-numbered cards, and scoring tokens

Each player

  1. 12 cards per player; one Scout & Show per round

Three players, 36 cards, 12 per player, three rounds; does not use the two-player variant

Turn sequence

Before the performance, the entire hand may be rotated 180°, simultaneously reversing the order and swapping the effective numbers → performances use adjacent intervals; recruitment takes only the leftmost or rightmost 1 card from the table → newly recruited cards may be flipped and inserted at any position; each round's one recruitment + performance must complete the additional SHOW → win cards + recruitment rewards − hand cards; the last performer whom no one has beaten is exempt from deducting hand cards

Choose your hand's orientation

Before play, you may rotate your whole hand 180°, reversing its order and swapping the active numbers

After confirming, you cannot reorder existing cards or flip individual cards

Show or Scout

A Show uses adjacent cards; Scout takes only 1 card from the left or right end of the table's show

Winning a Show collects the old show; Scouting gives its owner 1 reward

Insert and follow up

You may flip a newly scouted card and insert it anywhere. Once per round, Scout & Show requires a follow-up SHOW.

All other cards keep their relative order

End-of-round scoring

Collected cards + Scout rewards − cards in hand; the owner of the unbeaten final Show pays no hand penalty

Cards left on the table do not score; total scores after three rounds

Cards left on the table do not score; total scores after three rounds

Scoring and settlement

Site strategies discuss tradeoffs in the shown position and do not promise any route always wins.

Ending and victory

The highest cumulative score after three rounds wins; ties share victory. A round ends when someone empties their hand, or the other two players consecutively scout without beating the last show.

How is this round scored?

Collected cards score 1 each, Scout rewards score 1 each, and remaining hand cards are subtracted. If the round ends with an unbeaten final Show, its owner has no hand penalty. Cards left on the table do not score.

  • The highest cumulative score after three rounds wins; ties share victory. A round ends when someone empties their hand, or the other two players consecutively scout without beating the last show.

Common rules and exceptions

Can I reorder my hand?

Before play, you may only flip the entire hand; after confirming, you cannot reorder it. A Show must use a consecutive group, not two 4s separated by other cards.

Rule source: Hand

Which sets can beat a Show?

Compare card count first. With equal counts, a set of matching numbers beats a run; within the same type, compare the lowest number. Runs can ascend or descend, and you can Show a single card.

Rule source: Comparing strength

Can I Scout a card from the middle?

No; take only one card from either end of the Show. Choose its orientation and insertion position, keeping all other cards in their relative order.

Rule source: SCOUT

Do I always Show again after Scouting?

Ordinary Scouting ends your turn. Scout & Show is available once per round. You cannot Scout again while a follow-up is pending; the use is consumed only after a successful follow-up Show, so ending your turn preserves it.

Rule source: H5 follow-up state

How is this round scored?

Collected cards score 1 each, Scout rewards score 1 each, and remaining hand cards are subtracted. If the round ends with an unbeaten final Show, its owner has no hand penalty. Cards left on the table do not score.

Rule source: Scoring

How many consecutive Scouts end a three-player round?

If the other two players consecutively only Scout and nobody beats the last Show, the round ends. Emptying the table by Scouting still preserves the last Show owner's identity.

Rule source: End of round

Follow a real sequence

Your hand has consecutive 4 and 5; the table's 3 and 4 form a two-card run

Check adjacency

Your hand has consecutive 4 and 5; the table's 3 and 4 form a two-card run

Select the two consecutive cards

You cannot skip cards between them

Compare strength

Both sides have the same card count and type; compare their lowest values, 4 and 3

4 and 5 beat 3 and 4

Compare card count and type before numbers

Complete the Show

Play 4 and 5 and collect the old Show's 2 cards

Collected cards increase by 2; your hand decreases by 2

The new Show stays on the table; it does not immediately become collected-card points

Remember for your first game

  1. This site uses 1 human player + 2 AI, cumulative scoring over three rounds, and local game resumption.
  2. Before play, you may rotate your whole hand 180°, reversing its order and swapping the active numbers
  3. Before play, you may only flip the entire hand; after confirming, you cannot reorder it. A Show must use a consecutive group, not two 4s separated by other cards.

This site uses 1 human player + 2 AI, cumulative scoring over three rounds, and local game resumption.

Getting started: questions and answers

Who is SCOUT for?

4 and 5 beat 3 and 4, winning both cards

What should first-time SCOUT players remember?

Three players, 36 cards, 12 cards each, three rounds; do not mix in the two-player variant; the player count and duration on this page are shown according to this site's trial-play mode.

Learn the rules · Strategy and opening plans