How to Play FrostDeck
Everything you need to know about FrostDeck
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Overview
FrostDeck is a rummy-style card game for 2–5 players. The goal is to earn the most points across 9 matches by playing your cards to the field before your opponents do.
Turn Structure
- Coin Flip — Multi-round elimination determines the first dealer.
- Deck Cut — The player after the dealer cuts the shuffled deck. Hit the target count for a bonus.
- Deal — Each player receives 7 cards. One card is revealed as the trash pile starter.
- Play — Players take turns drawing and discarding until someone goes down and empties their hand.
- Score — Field points minus remaining hand points. Next match begins.
The 9 Matches
Each match requires you to form specific groups of matching cards. A group is a set of cards all sharing the same denomination (e.g., three 7s, four Kings).
NxM means N groups of M cards. All groups in a single go-down must use different denominations.
Card Points
Cards played to the field earn you points. Cards left in your hand at match end cost you points.
| Card | Suits | Points | Wild? | Notes |
|---|---|---|---|---|
| Red 3 | ♥ ♦ | 100 | Wild | Highest value card in the game |
| Joker | — | 50 | Wild | 2 per deck |
| Ace | ♥ ♦ ♣ ♠ | 25 | — | High value, not wild |
| Jack | ♥ ♦ ♣ ♠ | 25 | Wild | Wild and worth 25 pts |
| 8, 9, 10, Q, K | ♥ ♦ ♣ ♠ | 10 | — | Standard high cards |
| 2, 4, 5, 6, 7 | ♥ ♦ ♣ ♠ | 5 | — | Low value cards |
| Black 3 | ♣ ♠ | 0 | — | −5 pts if stuck in your hand |
Wild Cards
Wild cards can stand in for any card denomination when building groups. There are three types of wilds.
Red 3
The most powerful wild. When the first trash card is a Red 3, the next player automatically uses 1 O token.
Joker
Classic wild card. Can substitute for any denomination in any group. Great for filling gaps.
Jack
The most abundant wild — 4 per deck. Wild for all denominations. Also worth 25 pts on the field.
Wild Card Rules
- Each group must contain at least 2 non-wild cards of the same denomination.
- Wilds fill in the remaining required slots within a group.
- You cannot form a group with only wild cards.
- A group of 3 could be
7 · 7 · Joker(2 non-wilds + 1 wild ✓) but not7 · Joker · Jack(only 1 non-wild ✗).
O Tokens
O tokens are your lifeline. Use them wisely throughout the game — they don't refill between matches.
Starting Tokens
Every player starts the game with 12 O tokens. These carry across all 9 matches.
Token Use
At the start of your turn, spend tokens before drawing normally. Each token picks up the next top card from the trash pile and the next 3 cards from the deck.
2 tokens → top 2 trash + top 6 deck
3 tokens → top 3 trash + top 9 deck
Dealer Bonus
The dealer earns +1 token (and +300 pts) for cutting the deck to the exact target count.
Final Match Purchase
Before the last match (1×7), players may spend 200 pts per token to buy up to 2 extra tokens.
Going Down
"Going down" means playing your required card groups to the field. You must satisfy the current match definition in one move.
Requirements
- Each group needs at least 2 matching non-wild cards
- Groups must use different denominations from each other
- Group size must meet or exceed the match minimum
- You must go down in a single action (no partial plays)
After Going Down
- Continue discarding cards from your hand each turn
- First to empty their hand wins the match
- Other players lose points for cards still in hand
1×3: 8♥ · 8♦ · Joker2×3: K♣ · K♥ · K♠ & 5♦ · 5♣ · Jack♥1×4: Q♥ · Q♦ · Q♣ · Jack♠
1×3: Joker · Jack · Red3 (only wilds, no real denomination)2×3: 9♥ · 9♦ · Joker & 9♣ · 9♠ · Jack (same denom)1×3: A♥ · Joker (only 2 cards, need ≥3)
Scoring
Your match score is calculated once someone wins the match (empties their hand).
Match Winner
Full field points, zero hand penalty. Usually the highest score that round.
Others
Field points minus whatever remains in their hand when the winner finishes.
Dealer Cut Bonus
+300 pts awarded immediately for an exact cut, regardless of match outcome.
Example Game: Match 1 (1×3)
A walkthrough of Match 1 between Alice and Bob. Goal: form 1 group of 3 cards sharing the same denomination. Every turn starts by drawing 1 card — no exceptions.
Setup
Turns
Match 1 Scores
Hand: empty = 0 pts
Score: 115 pts
Hand: 6♣(5)+Q♣(10)+2♠(5) = 20 pts
Score: 80 pts