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- pair (two cards of the same rank), scores 4
- threes (three cards of the same rank or suit, or in sequence), scores 9
- prime (one card of each suit), scores 16
- colour (five red or five black cards, scores 25)

- Cards and deal
- From a 52-card pack deal 25 cards face down in a 5x5 square and stack the remaining 27 face down as a stock.
- Object
- To win cards by remembering the location of those whose position you have already seen and picking up one or more that form one of the above combinations.
- Play
- At each turn you pick up either one or two cards, examine them secretly, and either put them back or
make a claim.
**one card**you can claim to be able to pair it by turning up another card of the same rank, or to make three of a kind, a flush, or a run with it by turning up two more cards, or by turning up three more cards to make a prime with it (that is, one of each of the four suits), or by turning up four more cards to make five cards of the same colour (red or black). If successful, you win those cards and score 4 for a pair, 9 for a three-card combination, 16 for a prime, or 25 for five of a colour.**two cards**you can do any of the above except score for an accidental pair. A pair only scores if you announce it just before picking the two cards up.**false claim**, in that the cards you turn up fail to match your prediction, all the cards of the claim are won by your opponent (or, if three play, whichever opponent you choose) and kept as bonus cards separately from their point-scoring combinations. - Ending and scoring
- The game ends when the stock is empty, fewer than nine cards remain in the square (otherwise
they are bound to contain three of one suit), and one player claims that no more
point-scoring matches can be made. The remaining table cards are turned face up and are won as
bonus cards by the claimant if correct, otherwise by their opponent (or, if three play, by either opponent of the
claimant's choice).