Get as close to 20 as you can — without going over.
Build a deck, outplay the opponent, win the match.
Get your table total as close to 20 as possible without going over. Whoever is closest to 20 — without busting — wins the round. Go over 20 and you bust, losing the round instantly.
A match is best of 3 sets (first to 2 sets wins). Each set is best of 5 rounds (first to 3 rounds wins the set). Who opens the first set is decided 50/50; after that, the winner of each set opens the next.
Turns alternate. At the start of your turn a card from the main deck (values 1–10) is drawn automatically onto your table. Then you choose:
When one player stands, the other keeps drawing alone until they stand or bust. Hitting exactly 20 auto-stands you — it's the best possible total.
Before the match you build a 10-card side deck from the library (max 2 of each card; only 1 Tiebreaker exists). Before each set you choose 4 of those 10 to bring in.
Critical: those 4 cards are 4 plays for the ENTIRE set — shared across all rounds, not refreshed each round. Spend them wisely; once they're gone you're relying on the draw.
After a set, the set winner discards the 4 cards they used and draws 4 fresh from their remaining 6. The loser keeps their full pool. This rewards winning while keeping decks varied.
If a draw pushes you over 20, you're busted — but you're not out yet. You can play a negative or flux card to drop back to 20 or under before you end your turn. If you can't (or choose to Stand while busted), you lose the round. Ending your turn over 20 is an instant loss.
4 plays total for the entire set — across all rounds. Tiebreaker is a trap: arm it by picking it, it auto-fires on any tie.