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Board.game Original

The Fourteenth Card

An occult trick-taking game

2–4 players20–30 minCompetitiveMedium

Thirteen arcana are documented. Players keep finding a fourteenth.

PlayPlayable

Ready to play now.

A demonstration of The Fourteenth Card, played by the computer against itself.

The Fourteenth Card — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    5 opponents, weakest first
    • CredulousBelieves every word, and never says one it does not mean.
    • WatchfulCounts what has been played, and doubts on the arithmetic alone.
    • ComposedReads the odds before it plays, and only lies when it has nothing to lose.
    • PractisedAnnounces a number it does not mean, and samples a hundred hands before it plays.
    • UnblinkingMixes its lies so you cannot read it twice, and has counted every card you have shown.
    Play alone
  • Together, in the same room

    2–4 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

A trick-taking game played with a deck that is missing something, and a table that keeps insisting it is not. Win tricks, read the room, and try to be holding the right card when the deck decides what it wants.

How it feels

  • Elegant and slightly wrong
  • Reading hands
  • Quiet menace

What the design is for

  • A deck with a hole in it

    One house for every seat and one that is nobody’s, so thirteen cards are always left over — twelve of them face down all deal.

  • Bidding you can lie about

    Two numbers at once: what you will take, and what you say. Only the second is published while the deal runs — both are written down when it ends.

  • The Fourteenth, once a deal

    Lay a card face down and call it the card that is not in the deck. Everyone else decides at once whether to believe you.

  • A match of deals

    Four at two seats, three at three, two at four — about the same hundred cards however many of you there are.

  • Five opponents

    From one that believes every word to one that mixes its lies so you cannot read it twice.

Best at
4
Kind
Cards
Table
Competitive
Studio
Board.game Originals

The opponents

  1. Credulous

    Believes every word, and never says one it does not mean.

  2. Watchful

    Counts what has been played, and doubts on the arithmetic alone.

  3. Composed

    Reads the odds before it plays, and only lies when it has nothing to lose.

  4. Practised

    Announces a number it does not mean, and samples a hundred hands before it plays.

  5. Unblinking

    Mixes its lies so you cannot read it twice, and has counted every card you have shown.

Achievements

0 of 5 earned

  • The Reading

    Win a match of The Fourteenth Card.

  • To the Letter

    Win a match having met your contract in every deal of it.

  • Never Once

    Win a match without announcing a number you meant, in any deal.

  • Nobody Asked

    Win a match having laid a forgery that was never doubted.

  • Caught

    Doubt a Fourteenth and be right.

Key art

Key art — Board.game art system

The Fourteenth Card — key still
The Fourteenth Card — key cover
The Fourteenth Card — key backdrop
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