How to play Haseb!
A face-down card and memory game: count carefully and finish with the lowest total.
At a glance
- 2–6 players; Partners requires 4 or 6, with each opposite pair forming a team.
- Everyone starts with four face-down cards unless a twist changes the deal.
- Quick: 1 round; Classic: 3 rounds; Long: 5 rounds; Weekly: 3 rounds with the rule of the week.
- Six profiles: Classic, Boss's mood, Thief, Partners, Haysa, and One Heart («على قلب واحد»). Shayyaleen («شيالين») is an option within Partners.
- Play in a private lamma with friends (the host can add bots), at public tables with people, or in bot practice. People-only public queues stay bot-free.
Goal
Finish with the lowest card total. Across the match, the lowest cumulative score wins. Cards stay face down unless the opening peek or a card effect lets you see them, so remember what you saw.
That is the competitive goal. In One Heart, everyone works together to clear a mission rather than beat their friends; see its rules below.
Opening peek
At the start of each round, look at your two nearest cards, then confirm when you have remembered them. Blind last round removes this peek in the final round; Heavy hand instead lets you peek at three.
On your turn
- Draw from the pile, or take the top card of the floor and swap it for one of yours. A drawn card can be swapped in, thrown away, or — if it is a power card — thrown to use its power.
- Powers work only for a card you drew from the pile and throw.
Thief and Pong must be swapped into your row when drawn. Ping is thrown immediately. Haysa’s Firecracker, Table Flip and guest cards trigger when drawn and thrown, then let you draw again; their details are below.
«Same!»
- Only on your turn, claim that one of your cards matches the floor. A correct claim removes your card; a wrong claim reveals it to everyone and gives you an extra card.
- It has to be the same card as the floor card: same kind and same number.
- So a 10 Raid does not match a 10 Swap, the Wildcard, or any other 10.
- The Ember (25) goes on a Full (0) as «Same!» and burns it.
- In Partners: Ping matches only Pong, and Pong only Ping.
- You get one attempt per floor card.
Calling «Haseb!»
After everyone has played once, you may call «Haseb!» at the start of your turn instead of playing. Your row freezes and everyone else gets one last turn, then all cards are revealed. Lowest total scores 0, everyone else scores their total. A caller who is not the lowest scores double (at least 10). Emptying your row also ends the round.
In One Heart, calling locks the target instead of competing for the lowest total, with no double-score penalty.
Hold the call button at the start of your turn. A tied lowest total still counts as lowest.
Ending and scoring
- The lowest total scores 0; everyone else scores their total, with no negative round scores.
- A caller who is not lowest scores twice their total, at least 10.
- The last round counts double, including in a one-round match, unless the host turns it off. This multiplier applies after the round score and wrong-call penalty.
- In Partners, combined team totals count; a wrong team call doubles the team’s round score, at least 10.
- These scoring rules are competitive only. One Heart has no individual round scores or final-round doubling: the whole table clears or fails an attempt together.
Match length and host options
- Quick: 1 round.
- Classic: 3 rounds.
- Long: 5 rounds; the last counts double unless the host turns it off.
- Weekly: 3 rounds with the rule of the week.
The host chooses the rules profile, match length, house rule, final-round doubling, and turn clock. The clock can be open, automatic, or a chosen time. Automatic gives 30 seconds for 2–4 players and 20 seconds for 5–6.
- Classic: The usual rules.
- Blind last round: No opening peek in the last round.
- Open memory: Cards you have seen stay visible to you.
- Rule of the week: Alternates between Blind last round and Open memory; Weekly uses it, while a private host chooses the house rule.
Modes
Classic
The rules as they are.
Boss's mood
Before each round a twist card turns over in the middle and changes the round for everyone.
- Face up: Every row's third card lies face up for everyone.
- Heavy bomb: Balwa counts 30 this round.
- Light hand: 3 cards each this round.
- Heavy hand: 5 cards each, and you peek at 3.
- Speed: 10-second turns this round.
- Extra eye: A right «Same!» also lets you peek at one of your cards.
Thief
One Thief, usually dealt into someone's row. Its holder can't call «Haseb!». After «Haseb!» and the last turns, the caller guesses who holds it, or nobody; a wrong guess swaps their cards if someone holds it, and doubles the caller if nobody does.
A wrong guess when nobody holds the Thief doubles the caller’s score even if they are lowest, with a minimum of 10.
Partners
Partners sit opposite. Combined scores count; a wrong team call doubles the team's round score (minimum 10).
Ping: whoever draws it must throw it, and the next player (the other team) is skipped. The player after them either lays a Pong on it («Same!», their whole turn) or is skipped too. Pong: keep it on the turn you draw it; from your next turn on you may throw it.
Shayyaleen («شيالين») option
- The host can enable this within Partners. Each round, one player in each pair is the team's porter: their entire row is excluded, so the team's total is only their partner's row, including its penalties. The porter is drawn at random again every round, so the same partner may carry twice in a row and last round's porters never tell you the next ones.
- During play, only you and your partner see which of you is your team's porter. You do not see other teams' porters; all roles are shown at the round reveal. This does not reveal the porter's cards: they remain face down under the usual rules.
- At the round reveal, a porter's row shows how many rival points landed on it without counting, and every player who stuck cards on a rival porter sees how many of their points went to that porter. The porter who soaked up the most rival points gets «حيطة سد» (Brick wall).
- Use Swap, Inspect and Stick to move heavy cards onto your porter, or pass useful low cards to your partner. Rival rows remain legal targets, but no visible badge tells you whether a rival's row counts.
- Either partner, including the porter, may call at the start of their turn once everyone has played once. The caller's row freezes and the others get one last turn. The lowest team scores 0; a wrong call doubles the team's score, and final-round doubling still applies if enabled.
- Team signals are private to your partner; voice chat is heard by the whole lamma. The special drawn 7–10 “Feed the porter” alternative belongs to One Heart only, not Shayyaleen.
Haysa
Adds Float, Firecracker and Table Flip, described in Cards below. The host can also enable Haysa with moods to turn a Boss’s mood twist each round, and choose no guest or one extra guest card: Zaffa or Lantern.
Khod w Hat («خد وهات!»)
After every 6 turns with no «Haseb!» call (the table shows the countdown), everyone picks a card from their row at the same time and every picked card slides face-down to the next player in the round's direction. Whoever receives a card either takes it (and looks at it privately) or flips it face-up for everyone:
- 7 or more: caught! The card goes back to its sender, face-up for all, and your row is one card shorter.
- 6 or less: clean. You keep it plus a penalty card (as after a wrong «Same!»), and its sender throws a card of their choice from their row to the floor.
Nobody states anything and nobody lies: the game is the card you choose to send and how you read your friends. When someone calls «Haseb!» there is a last pass among everyone else. The direction flips every round, and mandatory passes never count as stuck cards. Adds four cards (10 each when kept): Send Back, Reverse, Shuffle Mine and Dizzy Him, described in Cards below.
One Heart («على قلب واحد»)
Everyone is on one team against the pile. Choose a mission from the mission book. Match length is the number of attempts available for that same mission: the first clear ends the match; running out of attempts without a clear means the mission was not completed.
Which rows count, and what is the target?
- One player is the whole table's porter each attempt; the role moves around the table in later attempts. Everyone sees who the porter is, but their cards remain face down under the usual rules and are revealed at the end. Their row never counts toward the shared total.
- Add up every other player's row. To clear, that total must be at or below the displayed target, with the mission condition and every assigned job also completed.
- The pile is limited and never refilled from the floor. The target falls in steps as cards leave the pile, not when a round of turns passes. Precisely: final target + 2 × counted players × complete groups left in the pile, where each group contains one card per player at the table. With four players, including one porter, going from eight pile cards to seven lowers the target by six. Taking a floor card instead does not itself lower the target.
When should we call?
- Once everyone has played once, anyone, including the porter, may call at the start of their turn instead of playing. Agree when you expect to meet the target and finish the condition and jobs.
- Calling locks the current target. The caller's row freezes and everyone else gets one last turn. The total is checked after those turns, against the locked target. An empty pile during these final turns means no more pile draws, but does not itself fail the attempt.
- Emptying any row also locks the target and gives the others one last turn. But exhausting the pile before a call or empty-row ending fails the attempt, even with a low total. Do not wait for the last draw to start discussing a call.
- There is no lowest-player reward, wrong-call doubling, or doubled final attempt. You clear or fail together.
How do we help each other?
- Normal powers still work: move heavy cards from counted rows onto the porter and make use of the low cards they hold.
- If you draw a Peek 7 or 8, or a Spy 9 or 10 from the pile and are not the porter, you may choose “Feed the porter” instead of its peek power: throw the drawn card onto the floor and move one chosen card from your own row onto the porter, without revealing it because of the move. Other 10-point powers do not qualify, and the porter must have room.
- Every counted player can change their public status: Comfortable / On the edge / Heavy. This communicates your estimate; it is not an automatic total reveal.
- Each player gets one mark per attempt on a face-down card they have seen: Heavy means 7 or more; Light means 3 or less. The game rejects false marks, and a mark follows its card when moved.
- Discuss who to help and when to call, but do not say or type face-down card values. Use total-estimate signals and card marks instead of numbers. In a No talking mission, use only signals and marks. There is no secret saboteur; everyone helps the team.
Mission conditions and jobs
Read these before calling: the total alone may not be enough. A condition can require every counted row to be at most 12, no Ember or Balwa in counted rows, at least one counted row at zero or below, or two correct «Same!» claims during the attempt.
In job missions, each non-porter has one public job, and all jobs must be completed: personally move a card worth at least 7 onto the porter, make a correct «Same!», finish with a Full or Treasure in your row, or have seen every card remaining in your row. Read your exact job: feeding a low card does not complete the heavy-card transfer job.
Cards
Powers work only for a card you drew from the pile and throw.
- Number · 1–6 · points = the number on it.
- Full · 0 points.
- Treasure · −1 point.
- Peek · 7, 8 · points = the number on it: Look at one of your cards.
- Spy · 9, 10 · points = the number on it: Look at one card of another player.
- Swap · 10 points: Swap one of yours with another player's; nobody sees either.
- Inspect · 10 points: Look at another player's card, then swap it for one of yours, pass it to a third player for one of theirs, or leave it.
- Stick · 10 points: Give one of your cards to another player; take nothing.
- Raid · 10 points: Look at one card of each of up to three players, or two of your own.
- Slide · 10 points: Throw one of your cards unseen; it lands face-up.
- Balwa · 20 points.
- Wildcard · 10 points: Use any power you choose.
- Ember · 25 points: Match it onto a Full to burn the Full.
- Thief · 10 points: No power. Hide it in your row, but while you hold it you can't call «Haseb!». The caller must guess who has it, or that nobody does. Guess wrong while someone holds it and the Thief swaps cards with the caller; if nobody holds it, the caller scores double.
- Ping · 10 points: Thrown as soon as it is drawn: the next player skips a turn, and the one after either lays a Pong on it («Same!») or skips a turn too. Matches only Pong.
- Pong · 10 points: Must be kept on the turn it is drawn; from your next turn on you may throw it. Matches only Ping.
- Float: Floats to the lowest other card in your row: next to a −1 it counts −1; alone it counts 0. Never matches «Same!», and once thrown it sinks: nobody can take it back.
- Firecracker · 15 points: Draw it and throw it and it goes off: everyone else at the table peeks at one of their own cards, and you draw again at once. Hide it in your row and it counts 15.
- Table Flip · 15 points: Draw it and throw it and the table flips: everyone's cards are gathered, shuffled and dealt back at the same counts, and nobody has seen any of them. The caller's cards are shuffled too, unless their row is empty. You draw again at once. Hide it in your row and it counts 15. With 2 players it lies in the top 22 cards of the pile; with 3, the top 30.
- Zaffa · 10 points: Draw it and throw it and the zaffa starts: everyone still playing picks a card from their row at the same time and passes it face-down to the next player; the caller sits it out. You draw again. Hide it and it counts 10.
- Lantern · 10 points: Draw it and throw it and it lights up: pick any face-down card on the table and it stays face-up for everyone until the round ends; then you draw again. Hide it and it counts 10.
- Send Back · 10 points: Send one of your cards back to whoever last put it in your row (by a pass, Swap, Stick or Inspect); take nothing. Hide it and it counts 10.
- Reverse · 10 points: Flip the direction of Khod w Hat's passes for the rest of the round. Not dealt with 2 players. Hide it and it counts 10.
- Shuffle Mine · 10 points: Your row is reshuffled and only you watch where each card goes, without seeing its value; everyone's marks on the row are wiped. Hide it and it counts 10.
- Dizzy Him · 10 points: Another player's row is reshuffled: only you watch where the cards go, and its owner doesn't. Hide it and it counts 10.