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

Card Layout

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:

Drawing & Placing Cards

When a player draws a card, they may add it to one of their sequences if:

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

Merging Sequences

Instead of drawing a card, a player may choose to merge two of their sequences:

The "Break" Move

If a player draws a court card (King, Queen, or Jack), they may perform a "break":

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

Scoring

Standard Scoring

Alternative Scoring (Optional)

For a more strategic game, stacks containing court cards may be worth additional points:

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

Multiple Decks

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.