← Stokey

How to Play

Feed the Bonfire. Cash out before you get burned.

1 human + 1–3 computers · one shared, comingled deck pool · about 4 minutes a deck.

The goal: bank the most points before the shared deck runs out. Only banked points count.

Card values

Every card is worth its rank. Suits are decoration — a 7♠ and a 7♥ are the same 7 for pairing and for points.

A turn

Flip one card from the shared pool, put it in one of your face-up rows, then bank any row you like the look of. Play passes to the next seat. That's the whole loop — everything below is what makes it interesting.

Pairs light a row

Two cards of the same rank light the row for ×2. Every copy past the first adds another +1 — and it makes no difference whether that copy deepens a rank you already paired or starts a new pair:

One pair of 7s → +1


A third 7 → +1 more


A second, different pair → also +1


Every copy past the first adds +1. Nothing busts.

Banking

Bank a lit row any time, at any size — points × multiplier:

7 + 7 + 4 = 18   ×2 = 36 banked

The row clears and starts over. Banked points are yours for good — nothing in the game can take them back. A cold row (no pair yet) can't bank.

Bank now, or push?

This is the whole game. Your own draws can never bust your row, so pushing is free on your turn — but an unbanked row is a target until your turn comes round again:

Your lit row: 13 + 13 + 5 = 31 points


Bank now

62 points, safe forever

Push for a third King

132 points — if it survives

Any opponent who draws a King before your next turn can torch the lot. The app shows you that risk live, as a 🎯 ~31% torch risk chip on the row.

Torching

When your flipped card would also be a repeat on an opponent's row, you get a genuine choice — and you have to pick exactly one:

Their lit row

Unbanked, worth 44 to them


You flip

  • Play it safe onto your own row
  • Torch their row instead
  • Capture the Bonfire, if it also matches the key

If you torch

They lose 44 — their bank is untouched

You gain 0 — torching is pure denial

Their whole row plus your 9♣ goes onto the Bonfire, up for grabs by whoever draws the key next — you included, but not guaranteed. Torching pays nothing directly, which is what keeps it a real decision instead of a free way to hurt the leader.

Capturing the Bonfire

Every torch all game feeds one shared pile in the middle. The rank of the card on top is the key:

The Bonfire pile


You flip a 6

9 + 9 + 4 + 9 + 6 = 37 straight into your bank

Face value, no multiplier. Any suit works, and the card is spent on the capture — it never also lands in your row.

Two lines (the default table)

Every seat plays two independent rows. You flip one card, see it face-up, then choose where it goes:

You flip


The 8 pairs — this line lights up

The 8 just tags along


Each line lights and banks on its own, and either choice is safe — a card of yours can never burn a row of yours. Torch is live across both. "Customize match" drops you back to one line per seat if you'd rather.

How a game ends

When the shared deck is empty, play stops and leftover rows settle themselves:

Lit — banks itself, +36

Cold — never paired, so it's lost


Highest bank wins; ties share it.

Quick reference

You flip a card that…Result
Matches the top of the Bonfire pile Capture the whole pile at face value — the card is spent, not placed
Matches your row (1st repeat) Row is lit ×2 — bankable any time from here
Matches your row again (2nd+ repeat) Multiplier stacks further ×3 ×4 — never a bust
Matches an opponent's paired row Torch: your choice — place safely, burn their row (you gain nothing directly, the whole row feeds the Bonfire), or capture
Matches nothingIt joins your row
Once you've got the basics down, see Strategy for tips on when to bank, when to push, and how to read a torch threat.