Kartoro
Rules

How to play Kartoro

Learn it in one sentence, master it over many games. In the app, a guided practice match teaches you everything in under two minutes.

The goal

Play a card with the same element or the same number. If you can't, draw one.

Be the first player to get rid of all your cards. That one sentence is enough to start; the rest you'll pick up while you play. Cards you can play light up in your hand, so beginners never need to memorise the matching rules.

The deck

108 cards. Each element has a fixed colour and shape shown in the corners of its cards. Purple is for wild cards, and orange is the Charge meter.

ElementColourShape
BlazeRed · fire▲
WaveBlue · water●
JungleGreen · nature◆
SparkYellow · lightning⚡
CardPer elementTotal
Numbers 1–92 of each number72
Skip28
+228
Gift28
Star (wild, purple)No element4
Storm +4 (wild)No element4
Mirror (wild)No element4
Total108

Everyone starts with 7 cards (5 in a short match). There is no Reverse card and no zero, which keeps the deck simple.

Your turn

You have 15 seconds and you do one of these:

  1. Play a card with the same element, number or special type as the top card.
  2. Or play a Double: two cards with the same number. The first must match the top card; the second can be any element and becomes the active one.
  3. Or draw one card if you can't play. If it fits, you can play it straight away.

Then any special effect happens and play always moves clockwise. If time runs out, you draw a card automatically.

Special cards

Just six. Each has a clear icon, and a one-line explanation appears the first time you get it.

CardPlayed onEffect
SkipSame element or another SkipThe next player loses their turn.
+2Same element or another +2The next player draws 2 cards and loses their turn.
GiftSame element or another GiftGive one card from your hand to any player: two cards gone in one turn.
Star (wild)Any cardYou choose the element play continues with.
Storm +4 (wild)Any cardChoose the element; the next player draws 4 and loses their turn.
Mirror (wild)Only in reply to a +2 or Storm aimed at youThe whole penalty goes back to the sender, and you keep your turn.

Penalties don't stack in the standard mode; the Mirror is the simpler way to fight back. Stacking stays an option in private rooms and quick modes.

The new moves

Charge & Super Move. Next to every player is a 3-slot orange meter. Each special card you play fills one slot. When it's full, a Super button appears on your turn: discard any one card you choose on top of your normal play, then the meter resets. The Super Move is the same for every champion; champions only change the animation and effects, so purchases never affect fairness.

Doubles. They shorten matches and create great double-attack moments. Doubles don't apply to special cards, so penalties never multiply.

Mirror. When a draw penalty comes your way and you hold a Mirror, a Reflect button shows for 3 seconds. A reflected penalty can't be reflected again, so it never loops.

Gift. You can't gift a Star, Storm or Mirror (that would help your opponent), and you can't win with a Gift: if it's one of your last two cards, it's played without gifting.

Automatic call. With one card left, your champion calls «KARTORO!» automatically and your picture lights up for everyone. You never have to remember to call it yourself, so you can never be penalised for forgetting.

Winning

The first player to empty their hand wins the round.

  • Quick match: one round.
  • Standard match: first to win two rounds.
  • Points mode: the winner scores the cards left in opponents' hands (numbers at face value; Skip, +2 and Gift 20; Star, Storm and Mirror 40). First to 250 wins.

Ranked leagues

Six leagues, won by skill only. Each has its own frame and badge, with rewards at the end of every season.

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Kartoro is still in development. Card counts and values are being tuned through thousands of test matches so a round lasts 3 to 5 minutes, and may change before launch.

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