THREE ROUTES. EVERY CARD COUNTS.
Caravan
Build to 21–26. Outsmart the other trader.
YOU VS. THE COMPUTER
Make your deck.
Take to the table.
Build three caravans, change their direction with queens, and use face cards to help yourself or disrupt your rival.
All six caravans must reach 21–26 before the normal finish. Higher opposing totals win each route.
Minimum 30 cards · including at least 3 aces or number cards
Customize your deck
Choose from one complete deck and two jokers. Your opponent uses all 54 cards. Each opening hand is guaranteed at least three aces or number cards.
Rules used in this edition
- Number cards and aces build your own caravans. Face cards can target either player.
- Equal ranks are allowed. Matching the top card’s suit lets you play against the direction; that move sets the new direction.
- Queens reverse an established direction. A caravan with fewer than two cards has no direction yet.
- Jokers spare the card they target. An ace-triggered joker removes other cards of its suit, including attached face cards.
- Opening placements do not draw replacements. After setup, playing or discarding a hand card draws one if your deck has cards left.
- A player with no remaining cards skips their turn. If both players exhaust their decks and hands before all six caravans are valid, the round is a draw: no winner is declared early. Equal opposing totals tie that route.



