Keep track of your game scores with ease. Choose a game first.
Sushi Go! — calculation mode
Use Rule questions any time to search built-in rule reminders (see also the PDF).
Sushi Go! — setup
Names are optional; defaults are Player 1, Player 2, …
Hearts — setup
Scoring matches common Hearts style play (1 per heart, 13 for Q♠). 3 players: remove 2♦ only, 17 each (opening lead 2♣). 4: 13 each. 5: remove 2♦ and 2♣, 10 each. 6: remove 2♦, 3♦, 3♣, and 4♣, 8 each. Other sources may use different cuts — see Rule questions or Bicycle, Wikipedia. Lowest total wins; end when someone hits your limit (often 100).
Hearts — penalty points by hand
Enter points each player took this hand (1 per heart, 13 for Q♠). A full deal totals 26 unless someone shot the moon. Use Shoot the moon for that hand when one player took everything.
Cribbage — setup
Rules reference: Bicycle — How to Play Cribbage. Enter each player’s points per deal (pegging plus hand and crib counts combined for that deal). First to the game length wins.
Cribbage — peg board
Peg holes show each player’s running score (groups of five, like a real board). Enter points per deal below — pegging plus hand counts for that deal.
Scores by deal
Dealer includes the crib in their deal total. Two pegs per track: lighter = previous score, bright = current.
Play Nine — setup
Official rules (PDF): Single Page Instructions (English). Enter each player’s hole score after counting cards and applying “Shaving Off Strokes.” Lowest total after 9 holes wins.
Play Nine — nine holes
Type each player’s stroke total for that hole (can be negative with strong bonuses). Leader is the lowest running total.
| Player | H1 | H2 | H3 | H4 | H5 | H6 | H7 | H8 | H9 | Total |
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Five Crowns — setup
Rules (PDF): Five Crowns — rules. There are 11 hands (3 cards up through 13); record each player’s penalty points for cards left in hand after each hand. Going out scores 0 for that hand.
TICK — setup
Rules: How to play TICK. Eight levels with increasing meld requirements. After each level, enter each player’s net score (points laid minus points left in hand). Add a dealer’s +100 in that level’s cell if earned.
TICK — eight levels
| Player | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | Total |
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Oh Hell! — setup
Rules: Pagat — Oh Hell!. Hands go from the starting deal down to 1 card, then back up. Score each hand: tricks taken plus 10 bonus if that equals your bid.
Oh Hell! — bid & tricks
| Player | Bid | Tricks | Pts |
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Full score sheet (points per hand)
Gin Rummy — setup
Rules: Bicycle — Gin Rummy. Two players, 10 cards each. First to the target score wins the game.
Gin Rummy — hand scores
Enter points scored each hand (usually one player scores). Gin = 20 + opponent’s deadwood; Knock = difference or undercut (+10). Use the calculator or type points directly.
Score calculator (from deadwood)
Five Crowns — eleven hands
Hand 1 uses 3 cards (3s wild); each hand adds one card through hand 11 with kings wild. Enter each player’s score for unmelded cards that hand. Leader = lowest running total.
| Player | H1 | H2 | H3 | H4 | H5 | H6 | H7 | H8 | H9 | H10 | H11 | Total |
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Simple scoring — rounds 1–3
Enter each player’s total points for that round (everything you already counted from cards and Maki for that round).
| Player | Round 1 | Round 2 | Round 3 | Total |
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Advanced scoring — Round 1
Enter kept cards for this round. Maki points are split automatically from everyone’s Maki icon counts.
This round totals
| Player | Points |
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End of game — Pudding
Total pudding cards collected over all three rounds (they carry between rounds).
Full game summary
| Player | R1 | R2 | R3 | Subtotal | Pudding ± | Final |
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