Kabu
The official house rule guide to playing competitive Kabu.
Be quick, be smart, and keep your score low.
Objective
Have the lowest total score at the end of the game. One Game is played over multiple rounds.
Setup
- The game is played with two decks (incl. 4 Jokers).
- Deal 6 cards face-down per player.
- View 2 of your own cards once at the start.
- Clockwise turn order.
Turn Actions
Draw Pile
- Draw one card.
- Option A: Swap with a face-down card (discard the old one face-up).
- Option B: Discard immediately face-up to use its ability (if it has one).
Discard Pile
- Take the top card.
- You must swap it with one of your own cards.
- Discard the old card face-up.
Call "Kabu"
Instead of taking a turn, you can call "Kabu". The round ends after every other player takes one final turn.
Card Values & Abilities
| Card | Value | Special Ability (When Discarded) |
|---|---|---|
| A | 1 | - |
| 2-6 | Face Value | - |
| 7, 8 | Face Value | Look at own card (one)(Regardless of color) |
| 9, 10 | Face Value | Look at opponent's card (one)(Regardless of color) |
| J (Red) | 11 | Blind Swap: Switch any two cards(Blindly switch two cards on the table) |
| J (Black) | 11 | - |
| Q (Red) | 12 | Decision Swap: Look & choose(Look at one of your own & one opponent's card, then choose whether to swap) |
| Q (Black) | 12 | - |
| K (Red) | 0 | - |
| K (Black) | 24 | - |
| Joker | -1 | - |
Special Rules
⚡️ Instant Discard
If you have a card matching the top of the discard pile (or the calculated score), you can discard it immediately (out of turn). Only the fastest player wins; losers draw a penalty card. If this would leave you with no cards, draw a new card from the draw pile.
The First Touch rule applies.
🎯 Sniping
If you know an opponent's card and it matches the top of the discard pile (or the calculated score), you can discard it at any time — not just on your turn. You must then immediately give the opponent one of your own cards (chosen without looking). If this would leave you with no cards, draw a new card from the draw pile.
The First Touch and No Guarding rules apply.
🧮 Calculation Rule
- The bottom card is neutral.
- Black card on top: Subtract the value (e.g., 5 - black 3 = 2).
- Red card on top: Add the value (e.g., 6 + red 4 = 10).
🏆 Scoring & Game End
Rounds
The game is played over multiple rounds. At the end of each round, add up your card values to get your round score.
50/100 Rule
If your total score hits exactly 50 or 100 points, your score is halved. A rare but valuable opportunity!
Game End
The game ends when a player exceeds 100 points. The player with the lowest score wins!
🤝 Gameplay Conduct
- One Hand Rule:Use only one hand for your entire turn — no switching hands mid-turn. Exception: dealing at the start.
- Card Reveal:When revealing a card (e.g., from a swap), show it outwards so opponents see it first.
- First Touch:If two players try to discard the same card, the first person who touches it can (and must) discard it. This rule protects cards from damage.
- Penalties:Every incorrect action (e.g., false instant discard, playing out of turn, switching hands) results in drawing a penalty card.
- No Guarding:You cannot protect your cards by physically blocking opponents from accessing them.
Advanced Rules
These clarifications are essential for smooth gameplay — not optional!
Two Races – Card & Discard Pile
Race for the card: First Touch wins — no penalty for the slower player.
Race for the discard pile: Miss the pile while another player succeeds = penalty card.
Instant Knowledge
After looking at a card (using 7/8 or 9/10 ability), you can immediately discard or snipe it in the same action. No need to return the card before.
No Stale Discards
When a card is taken from the discard pile, that moment is "old." You cannot discard/snipe onto it — wait for the new top card after the swap.
Follow-up Mistakes
When a player makes a mistake (e.g., discards a wrong card), they receive a penalty card. Any player who doesn't notice the error and discards or snipes based on this faulty state also makes a mistake. Each action in the chain counts separately — if you discard or snipe multiple cards on a faulty state, you receive a penalty card for each one.
🎴 Spirit of the Game: If any rule is unclear or a situation isn't covered, interpret it in the spirit of the game — fast, competitive, and fair.