Breaks
Overview
Breaks is a fun and strategic card game for 2-4 players using a standard 52-card deck. Players build sequences of cards with the goal of creating 5-card stacks to score points. The unique "break" mechanic allows players to steal sequences from opponents, adding an exciting competitive element.
The game borrows mechanics from popular card games like Solitaire, Rummy, and Crazy Eights, creating an innovative mix of classic and new elements that perfectly balances luck and skill.
Setup
Shuffle a standard 52-card deck
Deal three cards face-up to each player, arranged in a row
Place the remaining cards face-down in the center as the draw pile
Leave space for a discard pile next to the draw pile
Determine the first player randomly, then proceed clockwise
Card Layout
Each player maintains a tableau of three card slots (sequences)
The three initial cards form the beginning of three separate one-card sequences
Each sequence can grow to a maximum of 5 cards
Objective
Score the most points by creating 5-card stacks before all cards are exhausted.
Gameplay
Turn Structure
On a player's turn, they must choose ONE of the following actions:
Draw a card from the center deck and try to place it
Merge two of their sequences
Drawing & Placing Cards
When a player draws a card, they may add it to one of their sequences if:
The card matches the suit OR rank of the top card in one of their sequences
Example: A 7 of hearts can be placed on a 7 of clubs (matching rank) or a 10 of hearts (matching suit)
Cards that are placed must overlap one another but still leave space so that the previous card's value is visible (just like Solitaire)
Players can choose which valid sequence to add the card to, even if multiple are valid
If a player cannot place the drawn card on any of their sequences, they must place it face-down in the discard pile and end their turn.
Sequences
New cards can only be added to the top of a sequence
A sequence cannot exceed 5 cards
If a sequence reaches exactly 5 cards, it is immediately removed from play, squared up, and placed face-down as a "stack" worth one point
If a sequence is completely removed (by forming a stack or being broken), the slot becomes empty
Empty slots remain in play; they can receive any card or merged sequence.
Players are limited to 3 slots/sequences at all times
Merging Sequences
Instead of drawing a card, a player may choose to merge two of their sequences:
The top card of one sequence must match the suit OR rank of the bottom card of another sequence
Only one merge is allowed per turn
If merging creates a sequence with more than 5 cards, the bottommost 5 cards form a stack, and any remaining cards stay in play
The "Break" Move
If a player draws a court card (King, Queen, or Jack), they may perform a "break":
The drawn court card must match the suit OR rank of the top card in an opponent's sequence
The player places the court card on the opponent's sequence
The player takes the entire sequence (including the court card) and must place it in their own tableau
For a break to be valid, the stolen sequence must "fit" into the player's tableau
The bottom card of the stolen sequence must match the suit OR rank of a top card in one of the player's sequences
If this condition isn't met, the break cannot be performed
If the player cannot perform a break with the drawn court card, they may place it on their own sequence (following normal placement rules) or must discard it if no placement is possible.
(Note: Court cards that are picked up during a merge do not have the ability to break – only ones that are drawn from the center deck.)
Running Out of Cards
When the draw pile is exhausted, shuffle the discard pile to form a new draw pile
Continue play until all cards from both piles are exhausted
After the final card is played, players may perform any valid merges to create additional stacks
Scoring
Standard Scoring
Each completed 5-card stack is worth 1 point
The player with the most points wins
Alternative Scoring (Optional)
For a more strategic game, stacks containing court cards may be worth additional points:
Kings = 3 extra points
Queens = 2 extra points
Jacks = 1 extra point (Points are added only when court cards are part of a completed stack)
Game End
The game ends when all cards from the draw and discard piles are exhausted and no more valid moves can be made. The player with the highest score is deemed the winner.
In case of a tie, players who tied may play another game to determine the winner.
Variants
Wildcards
Jokers may be included as wildcards (any suit or rank)
Aces may also be treated as wildcards by agreement
Multiple Decks
A second card deck may be combined with the first to lengthen the game's duration
Glossary
Basic Game Elements
Break - The game's signature move; allows players to steal an opponent's sequence with a drawn court card that matches the top card of that sequence.
Court Card - Kings, Queens, and Jacks; these cards enable the "break" move when drawn from the draw pile.
Discard Pile - The face-down pile where cards are placed when they cannot be played on a sequence.
Draw Pile - The face-down pile of cards in the center from which players draw on their turn.
Matching - When a card has either the same suit OR same rank as another card (e.g., a 7 of hearts matches both a 7 of diamonds and a 4 of hearts).
Sequence - A vertical arrangement of cards where each card matches the suit or rank of the card below it. Limited to a maximum of 5 cards.
Slot - One of the three positions in a player's tableau that can hold a sequence of cards.
Stack - A completed 5-card sequence that has been removed from play and set aside, worth points at the end of the game.
Tableau - The playing area in front of each player consisting of three slots for card sequences.
Game Actions
Draw - Taking the top card from the draw pile on your turn.
Fit - When a stolen sequence's bottom card matches a top card in the breaking player's tableau, allowing the break move to succeed.
Merge - Combining two sequences by matching the top card of one sequence with the bottom card of another.
Place - Adding a drawn card to the top of a sequence by matching it with the current top card.
Square Up - The act of neatly stacking and setting aside a completed 5-card sequence.
Scoring Terms
Alternative Scoring - The optional scoring system that awards additional points for court cards in completed stacks.
Point - The basic unit of scoring; each stack is worth one point in standard scoring.
Standard Scoring - The basic scoring system where each stack is worth exactly one point.
Advanced Terms
Bottom Card - The first or oldest card in a sequence (the one placed earliest).
Top Card - The most recently added card in a sequence, which determines what can be played next.
Valid Move - Any action that follows the rules of the game (placing a matching card, performing a legal merge, or executing a legitimate break).
Vulnerability - The state of having sequences with 3-4 cards, making a player a likely target for breaks by opponents.
Wildcard - In variant play, a Joker or Ace that can represent any suit or rank when played.
Miscellaneous Terms
Busted - When a player is unable to place a court card anywhere on the table and must discard it.
Flush - When a player's three initial cards are all of the same suit, in which they might spend the next couple of turns merging them.
Nada - The state in which all of a player's three slots become empty.
Niner - When a player steals a 4-card sequence with a court card and places it on another (the largest possible sequence before truncation).
Sandwich - A two-suit sequence that begins and ends with the card of the same suit, but the center contains the other suit.
Solitaire - A four-of-a-kind sequence that alternates between red-suited and black-suited cards.