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Welcome to Absolute!
Absolute is a card game for 2-6 players where you play sets of 3 or more cards that add up to zero, and the largest absolute number card is the base points for that set. You have to play at least 3 sets and discard your last card to go out. Each round players get a chance to build or improve their own sets for more points and mess with those of other players to reduce their points. The goal is to make the highest value sets and earn the most points after 3 rounds.

On your turn you draw a card from the deck or discard pile. You may swap up to 2 cards from your hand with up to 2 cards from any one played set from any player. Then you can play sets, add cards to existing sets, or play cards to regroup your sets into new sets (for more points). If you play any cards, then you have to discard a card.
Zero cards are wild with their own set of rules and limitations that make their use strategic rather than just replacing a card.
The player with the highest score after 3 rounds wins.
How to Play
You can play with 2-6 players. The cards are shuffled, and each player is dealt 5 cards. The remaining cards are placed in the center of the table as the draw pile. Flip the top card and place it next to the deck. This is the discard pile.

Each turn, a player does the following in order:
- Draw a card from the deck or discard pile.
- [Optional] Swap up to 2 cards from your hand with up to 2 cards in any one played set, including those of other players.
- [Optional] Play cards to the table by:
- Playing sets of 3 or more cards whose sum equals zero
- Adding cards to already played sets
- Playing cards to regroup current sets into better sets
- Discard a card if required, or say "Hold" if you haven't played a card and don't need or want to discard (if you play cards or if you have more than 7 cards, you have to discard).
Play moves clockwise to the next player. If a player has played at least 3 sets and discarded their last card, they've "gone out." Each remaining player gets another turn as a chance to go out. Once play returns to the first player to go out, the round is scored. Any player with cards in their hands will lose points from their total.
The player who has the most points after three rounds wins!
Concepts/Examples & Scoring
Zero Cards
Zero cards act like wild cards and are able to represent any number from 0-10. If they're representing a number other than zero, they have to use the card's sign: red/black cards are negative, while blue/white cards are positive.

Only one zero card is allowed per set, and it can only be swapped out for the number it represents: if it represents a +6, you could swap in a +2 and +4, or a +6, and so on (see Swapping). While zero cards can change their value when moved to a new set (see Regrouping), they can't change their represented number when altering an existing set:

Swapping
After you draw a card and before playing any cards, you can swap up to 2 cards from your hand with up to 2 cards from any one set on the table (before playing cards and/or regrouping). This can get you the cards you need, hurt a player's points, or both. The swapped cards go into your hand.


Regrouping
You can play cards to regroup your current set (make new sets from old ones). This allows you to maximize your points and make up for attacks by other players. You must play at least one card to regroup your sets.

Scoring
For each set played, we get the following points:
1. Base Points: the largest absolute card number (ignore the sign) is the base points for a set. NOTE: For scoring (including runs and 4 of a kind), zero cards are the number 0, even when representing another number.

2. Extra Cards: Add 1 point for each card beyond 3 in the set.

3. Runs: Add 1 point for each card in a positive or negative run (numbers in order: -1/-2/-3...) of three or more cards. NOTE: Zero cards can be in a run as a 0 (such as +0/+1/+2...) even if they are representing another number because we're just looking at the number on the card when scoring, not what it represents.

4. Suits or 4-of-a-Kind: If all the suits in a set match, or a set contains 4 or more of the same numbered card (excluding zero cards), double the total. NOTE: Zeroes representing a number do not count in 4 of a Kind; we're just looking at the number on the card when scoring, not what it represents.

5. Unplayed Cards: You lose points for any cards left in your hand at the end of a round. Take the largest absolute number card plus the number of additional cards.

6. Combine all the sets (and negative points from unplayed cards) for your total for that round.

Game Play Examples
Below, you can click through the images to follow a sample of the various actions that this card game has in store. We cover some of the more nuanced elements, such as Swapping Cards (especially Zero Cards), Regrouping, and more.