A little luck.
A better hand.
Your table. Your rules. Beat the clock, play a Wild Joker, and outscore your rival over three or five rounds.
New to poker? See example hands ↓Your next rival awaits.
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Learn with hints. Practice does not affect your stats.
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How to play & hand scores +
3 rounds. Sixty seconds.
- Both players start each round with the same eight cards. Press Ready when you’re prepared.
- Redraw up to three cards twice (four times with Second wind), then select exactly five and lock your hand.
- At zero, your best five play automatically for 70% of their score, rounded down.
- You have 30 seconds to choose a free Joker from your random draft of up to three. At zero, one from the draft is picked automatically. It lasts only the next round. Once picked, a Joker is gone for the match, even if you never activate it.
Clean slate lets one of your two redraws replace four or five cards. Half time gives your rival 30 seconds. Comeback trade is available after a loss: highlight one card from each hand within 10 seconds. Confirm to swap now, or both highlighted cards swap at zero. If either selection is missing, the Joker expires.
A round win earns 1 point; a draw earns ½ each. Most points after 3 rounds wins. Total score breaks a match tie. Leaving a seated match is a forfeit.
Score = (hand chips + all five card values) × multiplier. Aces = 11, faces = 10. Aces can be low in A–2–3–4–5. Joker-made duplicate cards count separately.