How to Play Sequence
The strategic board and card game combo
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
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.
Form Teams (if applicable)
For team play, teammates sit alternating around the table. Each team shares a chip color.
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
Distribute Chips
Each player or team takes chips of one color. You'll place these on the board during play.
Taking Your Turn
Play a Card
Choose one card from your hand and place it face-up in a discard pile.
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!
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:
- Show the dead card to all players
- Discard it and draw a replacement
- 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
Special Cards (Jacks)
Chip Colors
Standard Game Contents
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
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
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.
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.
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
- Block 4-in-a-row (immediate threat)
- Block 3-in-a-row with two open ends
- Occupy key intersection points
- 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