# Make 21 — Rulebook

A fast, bluff-heavy card game for **5 players** using a single standard
52-card deck. Don't be the one stuck holding the most cards.

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## 1. Components

- 1 standard 52-card deck (no jokers).
- 5 players.
- Table space for two shared piles and each player's personal collection.

## 2. Object of the Game

Finish the game with the **fewest cards in your collection**.

Cards land in your collection whenever you are forced to take a pile —
either because a play hit 21 / completed a set immediately before your
turn, or because you were forced to bust. Most cards = loser; fewest
cards = winner.

## 3. Card Values

| Card           | Value                                                      |
|----------------|------------------------------------------------------------|
| 2 – 10         | Face value                                                 |
| Jack, Queen, King | 10                                                      |
| Ace            | 1 **or** 11, chosen by the player whose turn it is         |

**Ace flexibility.** The Ace's value is *not locked in* when it is
played. On every subsequent turn, the player about to play re-reads
each Ace in the pile as a 1 or an 11 to compute the running total.
Different players may treat the same Ace differently across turns.

## 4. Setup

1. Choose a dealer (any method — youngest player, high-card cut, etc.).
2. The dealer shuffles and deals **2 cards face-down** to each player.
3. Place the remaining deck face-down in reach of all players as the
   draw pile.
4. Leave space for **two shared piles** in the middle of the table.
   Both piles start **empty** (running total = 0).
5. The player to the dealer's left takes the first turn. Play proceeds
   clockwise.

## 5. A Turn

On your turn you must play **one or two cards** from your hand onto
the piles, then draw back up to 2 cards from the deck (if any remain).

### 5a. Playing one card (the normal case)

1. Choose one of your two cards.
2. Place it face-up on **either** pile, provided the pile's new running
   total stays **≤ 21**.
3. Draw 1 card from the deck to refill your hand to 2.

You may play onto either pile regardless of which player last touched
it. Both piles are shared.

### 5b. Playing two cards (optional)

You may play **both** cards from your hand in the same turn if doing
so creates a **set** (see Section 6). Both cards must go onto the
**same pile** — you cannot split a two-card play across the two
piles.

After playing two cards, draw 2 from the deck to refill.

### 5c. The Ace's value at play time

When you place an Ace, you do **not** declare a value. The next
player will choose how to read it when computing the running total
for their move (and so will every player after that, independently).

## 6. Sets

A set is a configuration of cards that, once formed, **immediately
clears the pile to the next player's collection** — the same penalty
as hitting 21. Sets are checked the instant a card is played.

Five kinds of set exist. The first two are total-based; the last
three are **purity-based** — every card in the pile must belong to
the set type (see "Pile purity" below).

1. **Hit 21.** Any play that brings a pile's running total to exactly
   21. (Single-card or two-card play; either pile.)
2. **Two cards to 21.** Playing both cards from your hand in one turn
   such that the pile's total becomes 21. The pile does **not** need
   to be empty — e.g. pile shows K + 5 = 15, you play 4 + 2 to reach
   21.
3. **Pure suit set.** Every card in the pile shares one suit, and
   the pile contains **3 or more cards**.
   *Example:* pile = [5♠, 9♠, 4♠] → all spades, set formed.
   *Counter-example:* pile = [5♠, 9♥, 4♠] → the 9♥ breaks purity,
   no flush is possible until the pile is cleared.
4. **Pure rank set.** Every card in the pile shares one rank, and
   the pile contains **3 or more cards**.
   *Example:* pile = [K, K, K] → three Kings, set formed.
   *Counter-example:* pile = [K, 6] → you cannot play K + K to
   make a rank set, because the 6 is an irrelevant card.
5. **Pure run set.** Every card in the pile, when sorted by rank,
   forms a contiguous run with no gaps or duplicates, and the pile
   contains **3 or more cards**. Suit does not matter.
   - The Ace may be the **low** end (A-2-3) **or** the **high** end
     (Q-K-A) of a run.
   - Runs do **not wrap**: K-A-2 is not a run.
   - *Counter-example:* pile = [4, 6, 9] → not contiguous, no run.

### Pile purity

Suit, rank, and run sets demand that the **entire pile** consist of
cards belonging to that set type. A single "irrelevant" card in the
pile permanently disqualifies it from suit/rank/run sets until the
pile is cleared (by hitting 21 or by a bust/7 collection).

This makes 21 sets the only sets that can form on a mixed pile.
Players choosing what to play onto a fresh pile are effectively
choosing what kind of set the pile is allowed to grow into.

### Triggering a set

The moment you play a card that causes the pile to contain a valid
set, the pile is collected by **the next player in turn order** (it
goes into their personal collection face-down). The pile then resets
to empty. Your turn ends; draw back up to 2 cards.

### Set vs. bust

If a single card would simultaneously **form a set** and **push the
running total over 21**, the **set wins**. The pile clears to the
next player; no bust is recorded. (This is one way to dump a pile on
the next player even when your only "legal" play would otherwise
bust.)

### Multiple sets on one play

If a single play simultaneously forms more than one kind of set,
the hierarchy is:

1. **21 / two-cards-to-21 wins.** The pile is taken by the next
   player with **no chance to extend** (see below). The pile clears.
2. **Among suit, rank, and run, flush trumps run.** If a pile is
   simultaneously a pure suit set (flush) and a pure run, treat it
   as a **flush only**. Only the flush is locked in for extension
   purposes; the run becomes incidental and may be broken.
   (A pure rank set cannot coexist with a flush or a run — same
   rank cards force differing suits, and identical ranks cannot
   form a run — so no other conflicts exist.)
3. Otherwise, the active set type passes the pile in **set-mode**
   to the next player, who may extend or take.

A pile transferring under set rules is still a single pile transfer:
one set's worth of cards goes to one player. Forming a flush+run
together is not a bigger penalty — it just locks the priority on
the flush.

### Extending a set

When a pile passes to the next player because of a **suit, rank, or
run set** (but **not** a 21 / two-to-21), the receiving player has a
choice on their turn:

- **Take the pile.** The whole pile goes into their collection, the
  pile resets to empty, they draw back up to 2 cards. Their turn
  ends.
- **Extend the set.** Play **one or two cards** from their hand
  onto the same pile. Every card played must continue the set
  type that the pile was committed to when it entered set-mode —
  once a pile is committed to (say) a flush, it must remain a
  flush; you cannot extend by breaking it. Specifically:
  - For a **suit set**, every extension card must match that suit.
  - For a **rank set**, every extension card must match that rank.
  - For a **run set**, every extension card must extend the run at
    one of its ends, leaving the pile contiguous (Ace still
    low-or-high, no wrap).
  - If a pile entered set-mode as both a flush and a run, the
    **flush takes priority** (see "Multiple sets on one play"
    above). Extensions need only preserve the flush — same-suit
    cards are legal even if they break the run.

  Two-card extensions are the natural way to grow a run by more
  than one step. *Example:* the pile holds an A-2-3 run; the
  extending player drops both their 4 and 5 in one turn, leaving
  the pile at A-2-3-4-5 in run-mode. Both ends of a run are fair
  game — given a 9-10-J run, the extending player could drop an 8
  and a Q together for an 8-9-10-J-Q run.

  After extending, draw back up to 2 cards (1 if one card was
  played, 2 if two). Play passes onward. The pile remains in
  set-mode and the **next** player faces the same extend-or-take
  choice. The pile only clears (to the player who finally takes it)
  when somebody declines or cannot extend.

  New sets that incidentally form during an extension (e.g. a flush
  pile that happens to become a run after another same-suit card
  fills a gap) are a happy bonus — they do not retroactively become
  required for future extensions. Only the set types active at
  set-mode entry are locked in.

While a pile is in set-mode, the receiving player **cannot** play on
the other pile — their turn is constrained to "extend or take."

A play that extends a set may itself push the pile over 21; this is
fine, because sets always override the bust rule. A play that
extends and also hits exactly 21 promotes to a 21 set (highest
priority): the player after must take, with no further extension.

### Pair from hand is not a set

Playing both of your cards as a same-rank pair (e.g. two Queens)
onto a pile does **not** by itself form a set. You still need 3+
of the same rank in the pile for the rank-set to trigger — and the
existing pile cards must also all be of that rank (purity).

## 7. The 7 Card

A 7 of any suit carries a **reverse** effect that overrides the
normal flow of pile transfers.

### The 7 effect

Whenever a 7 is played onto a **non-empty pile**, the **player
immediately before** the one who played the 7 (the player who took
the previous turn) must take the entire pile into their collection.
There is **no way to deflect this** — not by forming a set, not by
hitting exactly 21, not by busting. The 7 effect takes priority
over every other rule in §6 and §8.

After the pile is taken, the pile resets to empty. The player who
played the 7 draws back up to 2 cards. Play continues normally with
the next player in turn order (the one after the 7-player). The
previous player who just absorbed the pile does **not** get a free
turn; they have already taken their hit.

### A 7 never sits in a pile

The 7 effect fires on **every** play of a 7, including a play onto
an otherwise-empty pile. Because the prev player immediately takes
the pile (and the pile resets), **a 7 is never present in any pile
at the start of a turn**. You can safely assume no pile contains a
7 when it's your turn — every 7 you see has been collected.

On the very first move of the game, a player who opens with a 7
hands a 1-card pile (just that 7) to the player on their right
(the prev player in the rotation). Play then proceeds with the
next player.

### Restriction in set-mode

You **cannot** play a 7 onto a pile that is currently in **set-mode**
(awaiting an extend-or-take decision per §6) **unless** the 7 itself
qualifies as a legal extension of one of the active sets on that
pile:

- A suit set → the 7 must match that suit.
- A rank set → the active rank must be 7 (so any 7 extends).
- A run set → the run must currently end at a 6 or begin at an 8
  (so the 7 fits at one end).

If the 7 is a legal extension, you may play it. The 7 effect still
fires — the previous player takes the pile — and the set is
extinguished by the pile transfer. Otherwise, you cannot play the 7
on that pile; you must instead use your other card to extend (or
to play normally on the other pile, only if that other pile is not
also in set-mode), or take the set-mode pile.

### Interactions

- **Set vs. 7.** A 7 that would otherwise form a brand-new set
  (e.g. completes a flush, a rank trio, a run, or hits 21) still
  triggers only the 7 effect. The set never activates — the prev
  player absorbs the pile and it resets.
- **Bust vs. 7.** A 7 that pushes the pile over 21 still triggers
  only the 7 effect. The prev player takes the busted pile.
- **Two-card plays with a 7.** A 7 can be part of a two-card play
  only when that play would otherwise be a legal set play under
  §5b. In practice this means a "two cards to 21" play whose total
  happens to need a 7 (for example, the pile totals 7 and you drop
  4 + a 7♠, or you drop two 7s onto a pile that totals 7). A 7 can
  **never** participate in a suit/rank/run set play, because piles
  never contain 7s for it to combine with. Whenever a 7 is part of
  the play, the 7 effect fires; both played cards travel with the
  rest of the pile to the previous player.
- **Endgame.** The 7 effect remains active until the very last card
  is played, including after the draw pile is exhausted (§9).

## 8. Busting

A **bust** happens when a card is played onto a pile and the running
total exceeds 21 (and no set rescues the play — see §6 "Set vs.
bust"). The bust resolves like this:

1. The player who placed the busting card takes **all cards in that
   pile** (including the busting card) into their own collection.
2. The pile resets to empty.
3. The player draws back up to 2 cards.

### Forced bust

If, on your turn, **neither** of your cards can be played on
**either** pile without exceeding 21, you are forced to bust. Choose
which card and which pile, then resolve as above.

### Voluntary bust

You **may** also choose to bust on your own initiative even when a
legal under-21 play exists. Voluntary busts are legal because the
"set overrides bust" rule (§6) sometimes makes deliberately
overshooting attractive — you might play a card that pushes over 21
but happens to complete a flush, run, or rank set, dumping the pile
onto the next player instead of yourself.

Outside of that maneuver, voluntarily busting is almost always bad
(you take the whole pile), but it remains legal — sometimes a player
will eat a small pile to clear a dangerous board state.

**Reminder:** Aces are flexible. Before treating a bust as forced,
check whether reading any Ace in the pile (or your own Ace) as a 1
instead of an 11 gives you a legal play. You are not *required* to
take that legal play (voluntary busts are allowed), but you should
know whether the bust is forced or a choice.

## 9. The Endgame

When the **draw pile is exhausted**:

1. Players stop drawing replacement cards, but **continue taking
   turns** with whatever cards they have left in hand.
2. Play continues clockwise. On each turn, a player must play at
   least one card (or bust) if able.
3. Players who run out of hand cards are skipped on subsequent turns.
4. The round ends once **every player has emptied their hand**.

Any cards still sitting in the two shared piles at the end of play
**are not awarded to anyone** — they are simply discarded. Only cards
in personal collections count for scoring.

## 10. Scoring & Winning

Each player counts the **number of cards** in their personal
collection. (Face values do not matter — only the count.)

- **Fewest cards = winner.**
- **Most cards = loser.**
- Ties are broken by playing another round, or shared, at the
  group's preference.

## 11. Quick Reference

- 5 players, 2 cards in hand at all times (until the deck runs out).
- Two shared piles, both start at 0.
- Each turn: play 1 card (or 2 to form a set), then refill from deck.
- Hit 21 (or two-to-21) → next player takes the pile, no extension
  allowed.
- Form a **pure** suit / rank / run set (entire pile is 3+ cards
  of one type — no irrelevant cards) → pile passes in **set-mode**
  to the next player, who may **extend or take** (extension uses 1
  or 2 cards, all of which must continue an active set).
- **A 7 played on any pile → previous player takes the pile.**
  Overrides sets, 21, and busts. May only be played on a set-mode
  pile if the 7 itself extends that set. 7s never sit in piles.
- Bust → you take the pile yourself. Forced when no legal play
  exists; voluntary busts are also allowed (mainly to chase a
  set-overrides-bust dump).
- Aces are 1 or 11, decided fresh each turn by whoever is about to
  play.
- Priority on a single play: **7 effect > 21 set > other sets >
  bust > normal**.
- Two-card plays (and two-card extensions) must go onto a single
  pile.
- Cards left in the piles when the deck and all hands empty are
  **discarded** (not awarded to anyone).
- Fewest cards at the end wins.
