Kille
You and one, two or three computers. Hold one card, swap it, and do not be the lowest.

Waiting on Computer 2.





The 21 cards, lowest first
The lowest card loses a life. The Harlekin is last because it is high or low by how it reached you.
- Blaren

- Blompottan

- Kransen

low card (skitkort)One of the three lowest cards. It has no power and swaps like any other.
- 1

- 2

- 3

- 4

- 5

- 6

- 7

- 8

- 9

- 10

- 11

- 12

numberA number card. It has no power and swaps like any other.
- Värdshus

matadorSaid as: "Värdshus förbi"
Nobody can swap for it. Whoever asked goes on and tries the next seat instead.
- Kavall

matadorSaid as: "Kavall förbi"
Nobody can swap for it. Whoever asked goes on and tries the next seat instead.
- Husu

matadorSaid as: "Svinhugg går igen"
Nobody can swap for it. The swaps behind the card that was offered are undone, and whoever was dealt that card is struck.
- Husar

matadorSaid as: "Husar hugger"
Nobody can swap for it. Whoever asked is struck and loses a life.
- Kuku

matadorSaid as: "Kuku står, ingen byta får"
Nobody can swap for it. The swapping stops and everyone turns up. It is the highest card.
- Harlekin

harlequinAlso called Killen, which is where the chip Kil comes from. Always swapped face up. Dealt to you, or drawn from the talon, it is as high as the Kuku. Swapped onto you, it is the lowest card and costs a life. Two that meet in a swap are both high.
How this table works
- Everyone is dealt one card, face down. Nobody wins by holding the highest: you only want to avoid the lowest.
- On your move you stand, or you swap your card with the seat on your left. The five highest cards refuse the swap and do something instead.
- When the round ends everyone turns up. The lowest card, anyone struck, and anyone stuck with a swapped-in Harlekin loses a life.
- Three lives a pot. The last seat with lives takes the pot, and the most pots wins the match.
How to play
Computer players above the table says how many sit down with you, one, two or three, and the table remembers what you picked. Match length is how many pots it takes: short, standard or long, and it opens on long. Changing either deals a new table.
You hold one card, shown large with what it does. When it is your move the buttons say what you can do: stand, or swap with the seat named on the button. Giving away a matador or a high Harlekin asks first. Hold the Kuku and you can call it at any moment, on your move or not.
The computers move a beat after their turn comes round, and Pause holds them. They see only their own card and what everyone can see. Under the table, the board tells each hand in words as it goes, and the last hand stays up until the next one is turned.
Three lives a pot. When you run out you watch until the next pot. The most pots wins the match. When you would rather have people in the other seats, the table at play with friends seats two to eight of you on one link each.