You command 10 Operators (2 Jokers, 4 Queens, 4 Aces). This roster is fixed.
You draw one card per turn from the deck.
2. Skills
Each operator has unique skills requiring specific card patterns (e.g., Pairs, Straights).
Using a skill and executing a mission are mutually exclusive. An operator can only do one per turn.
You can only use one active skill per operator per turn.
3. Bombs (J & K)
Jacks and Kings are Bombs. When drawn, they stay in your hand for one turn.
If you cannot defuse/discard a bomb using a skill by the next turn, you MUST sacrifice an operator to be captured.
Bombs never disappear. Even when defused, they return to the bottom of the deck.
Special Defusal: A 5-card straight flush of the same color (including completed mission cards) can also defuse a bomb and send it to the bottom of the deck.
4. Missions (8, 9, 10)
8, 9, and 10 cards are Missions. Assign operators to progress them.
Base progress: 1 point per operator per turn.
Same color operator: +2 points. Same suit operator: +3 points.
Big Joker counts as matching any suit. Little Joker counts as matching no suit.
Drag an operator to a mission to assign, or double-click a mission to auto-assign available operators.
Completed missions become regular cards in your hand.
5. Victory Condition
Complete all mission cards in the deck and mission area.
Once all missions are done, the remaining operators can go home.