Practice against computer opponents. Learn the rules and test strategies.
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Improve your 5-card hand. When someone knocks, everyone gets one last action, then all hands show — the worst hand loses a life. Last player standing wins. Seats up to 9.
Goal: don't have the worst hand. Each showdown, only the single worst poker hand loses one life. Run out of lives and you're eliminated. Last player left wins.
Blind first orbit: each hand's board starts face down. On the first trip around the table you may blind swap your whole hand for the hidden board, pass, or knock (even while it's face down). The first blind swap flips that player's old hand up as the new board. If nobody swaps, the board flips up when play reaches the first seat. After a blind knock, players still act blind until the board is revealed, then normally, and it's showdown when play returns to the knocker.
Once the board is face up, the deck is set aside and the only cards in
play are your hand and the 5 community cards. Your turn, choose one:
• Swap one card — trade a single card from your hand for one on the board.
• Swap whole hand — trade all 5 of your cards for all 5 board cards.
• Stand — keep your hand as-is.
• Knock — lock your hand and trigger the final round (everyone else gets one last turn).
Risk: if the knocker ends up with the worst hand, that failed knock costs 2 lives, not 1.
Seats & the button: everyone draws for seats (highest to lowest). The knock button B marks position like a poker dealer button; the player to its left acts first, and it moves one seat each hand.
Wild card: every lost life goes to the center. The wild rank equals the number of lives in the center — so the first round has no wild, after 1 life lost Aces are wild, after 2 the 2s, and so on. Wild cards (marked ★) can stand in for any card, and can make five of a kind, the top hand.
Nuclear Hand: a royal flush or five of a kind. While you hold one and nobody has knocked yet, a ☢️ Go Nuclear button is on every one of your turns — reveal instantly and every other player loses a life at once. Those lives all go to the center, so the wild jumps accordingly. The option stays open until someone knocks; once a knock happens it's gone and the hand goes to a natural showdown where only the single worst hand loses a life.