- Deal 13 cards each from a 52-card pack and stack the rest face down.
- Primarily, to play cards to a sequence in such a way as to keep bringing the running pip-value to a multiple of five. Secondarily, to manage your face cards in such a way as to maximise your score.
- Starting with the non-dealer, you each in turn play a card face up to the table, announce
the total numerical value of all cards so far played, and draw a replacement from stock.
The cards so played form an overlapping row of cards called the Caterpillar. A completed
caterpillar will look something like this:
If the first card played is a Five or a Ten, its player scores 5 or 10 respectively. At each turn thereafter you must play either -
A fully formed caterpillar
- a numeral card of the same suit as the previous one, or
- a face card of any suit.
- Ending and final scoring
- Play continues until the last card has been drawn from stock, leaving 26 cards in the Caterpillar and 13 in each player's hand. You then each total the amount you scored for multiples and add 100 for each face card left in hand.
- Getting stuck
- You must play in such a way as to allow your opponent to be able to continue. If your opponent can't play because they can't follow suit and have no face cards with which to change it, they are said to be "court short". In this case, after spreading their hand face up to prove it, play ceases. You both score what you made in running totals, but your opponent scores 100 for each face card remaining in your own hand and you score nothing for them. That'll teach you to hog all the face cards!
- In the game illustrated above the first player scored 280 for running totals and 400 for four face cards in hand. The second scored 750 for totals and 200 for two face cards in hand, thus winning by 950 to 680. The first score made by the leader was 10 for the 10, that of the second player was 35 for the A. The second player's last four cards scored respectively 90 (for Q), 100, 110, and 120 for a rousing finale.