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How to Play Sequence

The strategic board and card game combo

2-12 Players 30-45 Min Board + Cards

Objective

Create sequences of 5 chips in a row on the board by playing cards that match board spaces.

Players

2-12 players. Works as individuals (2-3), two teams (4, 6, 8, 10), or three teams (6, 9, 12).

Equipment

Sequence game board, 2 decks of cards, and colored chips (35 of each color).

Win Condition

2 players/teams: First to 2 sequences wins. 3 players/teams: First to 1 sequence wins.

Game Setup

1

Place the Board

Unfold the game board and place it where all players can reach. The board shows all 52 cards (except Jacks) arranged in a 10x10 grid.

2

Form Teams (if applicable)

For team play, teammates sit alternating around the table. Each team shares a chip color.

3

Deal Cards

Shuffle both decks together and deal:

  • 2 players: 7 cards each
  • 3-4 players: 6 cards each
  • 6 players: 5 cards each
  • 8-9 players: 4 cards each
  • 10-12 players: 3 cards each
4

Distribute Chips

Each player or team takes chips of one color. You'll place these on the board during play.

Taking Your Turn

1

Play a Card

Choose one card from your hand and place it face-up in a discard pile.

2

Place Your Chip

Place one of your colored chips on the corresponding space on the board. Each card appears twice on the board - choose either space!

3

Draw a Card

Draw the top card from the draw pile to refill your hand. Your turn is over.

Important: Announce Your Play

You must place your chip BEFORE drawing a new card. If you draw first, you forfeit your chip placement for that turn!

The Jacks (Special Cards)

Two-Eyed Jacks (♠J ♣J) - WILD

Two-eyed Jacks (Jack of Spades, Jack of Clubs) are WILD. Play one to place your chip on ANY open space on the board!

One-Eyed Jacks (♥J ♦J) - REMOVE

One-eyed Jacks (Jack of Hearts, Jack of Diamonds) REMOVE an opponent's chip from the board. You cannot remove a chip that's part of a completed sequence!

Completing a Sequence

What is a Sequence?

A sequence is 5 chips of the same color in a row - horizontally, vertically, or diagonally. Once completed, chips in a sequence cannot be removed.

Corner Spaces Are Free

The four corner spaces are FREE for everyone! They count as any color and can be part of any player's sequence.

Winning the Game

  • 2 players/teams: First to complete 2 sequences wins
  • 3 players/teams: First to complete 1 sequence wins

Shared Chip Rule

Sequences can share ONE chip where they intersect. So your two sequences could overlap at one point, sharing that chip.

Dead Cards

When a Card is "Dead"

If both spaces for a card are already occupied, that card is dead - you can't play it normally. On your turn, you may:

  1. Show the dead card to all players
  2. Discard it and draw a replacement
  3. Then take your normal turn

You can only replace one dead card per turn.

Understanding the Board

Board Layout

The board is a 10x10 grid with 100 spaces. Each space shows a card from a standard deck:

  • Each card appears TWICE on the board
  • Jacks do NOT appear (they're special cards)
  • The four corners are wild (free spaces)
  • Cards are arranged in a specific pattern around the board

Card Quick Reference

Regular Cards

2, 3, 4, 5, 6, 7, 8, 9, 10, Q, K, A Match to board space

Special Cards (Jacks)

J♠ or J♣ (two eyes) WILD - any open space
J♥ or J♦ (one eye) REMOVE opponent's chip

Chip Colors

Standard Game Contents

Blue chips 35 chips
Green chips 35 chips
Red chips 35 chips

Team Assignments

  • 2 teams: Each team uses one color
  • 3 teams: Each team uses one color
  • Individual play: Each player uses one color

Player/Team Configurations

Setup Options

2 players Individual, need 2 sequences
3 players Individual, need 1 sequence
4 players 2 teams of 2, need 2 sequences
6 players 2 teams of 3 OR 3 teams of 2
8-12 players Teams of 4-6 each

Opening Strategy

Use the Corners

The four corners are free for everyone. Build your sequences to incorporate corners - you only need 4 more chips in a row!

Start in the Middle

Central positions have more extension possibilities. Edge and corner plays limit your options.

Jack Management

1

Save Your Two-Eyed Jacks

Wild jacks are incredibly valuable. Don't use them early - save them to complete sequences or block opponents in critical moments.

2

One-Eyed Jacks: Timing is Everything

Remove opponent chips strategically - breaking up a 4-in-a-row is more valuable than removing a lone chip.

3

Bait the Jack

Sometimes letting an opponent build to 4-in-a-row (while you hold a one-eyed Jack) wastes their turns when you remove the key chip.

Defensive Play

Watch for Threats

Count opponent's sequences-in-progress. A 3-in-a-row with open ends on both sides is dangerous - they have multiple winning plays!

Blocking Priorities

  1. Block 4-in-a-row (immediate threat)
  2. Block 3-in-a-row with two open ends
  3. Occupy key intersection points
  4. Build your own sequences

Team Strategy

Communication (Without Words)

You cannot discuss strategy during play! But watch your teammate's plays - if they start building somewhere, support them. Don't compete for the same sequence path.

  • Coordinate colors: Build in different areas to create multiple threats
  • Share blocking duty: If you can't build, block for your team
  • Setup plays: Create sequences your teammate can complete on their turn

Advanced Tactics

  • Double threat: Build two sequences at once - opponent can only block one
  • Overlapping sequences: Your two required sequences can share one chip - plan for this!
  • Card counting: Track which cards have been played - know what's still possible
  • Dead card awareness: Know when to dump dead cards early vs. hold them

Official Variations

Roll dice instead of playing cards. The dice show card faces. Faster gameplay with more luck involved.

Uses animal cards instead of playing cards. Simpler board with pictures. Great for ages 3-6.

Uses addition and subtraction equations. Educational version that helps kids learn math.

US geography themed. Match states with capitals. Educational and fun!

House Rules

Sequences only need 4 chips instead of 5. Faster games, great for younger players or quick sessions.

Require 3 sequences to win instead of 2. More strategic, takes longer, but very satisfying!

This is actually the standard rule, but some groups play that ANY chip can be removed. The standard rule protects completed sequences.

Allow teammates to discuss strategy openly. Changes the dynamic significantly - becomes more about execution than reading your partner.

Tournament Rules

Competitive Play Additions

  • Time limits per turn (30-60 seconds)
  • No table talk of any kind
  • Must announce card played verbally
  • Strict enforcement of draw-before-play forfeit
  • Best of 3 games determines match winner

Related Games

Open Sequence Scoresheet