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How to play Haseb!

A face-down card and memory game: count carefully and finish with the lowest total.

At a glance

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

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!»

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

Match length and host options

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.

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.

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

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:

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?

When should we call?

How do we help each other?

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.

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