The push-your-luck arcade card game. It's totally 1989 at the mall.
Ages 8+ · 2–5 players
10–20 minutes · 54 cards
⬇ Download printable rules (PDF)

THE 2-MINUTE TEACH

Flip cards one at a time. Stop whenever you like and keep them. But if you flip a machine that's already in your line, you CRASH and lose the lot. At the end, your best card on each machine scores its number, and every extra card is worth 1 point.

WHAT'S IN THE DECK

45 Machine cards: five arcade machines, each numbered 1–9:

Star BlasterTurbo FistsDungeon DashNeon RacerHalfpipe Hero

9 Special cards: 4 × 1-UP, 3 × GLITCH!, 2 × I GOT NEXT!

SETUP

YOUR TURN

Flip the top card face up into your Play Line. After each flip, choose:

CRASH: your turn ends and your line is discarded, but first comes the Hand-Me-Down. The player with the fewest cards in their score pile takes 1 Machine card of their choice from your crashed line, if they have fewer cards than you. If players tie, the one closest to your left takes it.

PERFECT RUN

Get all 5 machines in one line and everyone shouts "HIGH SCORE!" You automatically cash in, then take another turn.

SPECIAL CARDS

1-UP (Extra Life): stays in your line. If you would crash, discard the 1-UP and the matching card instead and keep going. More than one 1-UP stacks. Discard them when you cash in or crash.
GLITCH!: everyone shouts "BLOW THE CARTRIDGE!" while you blow on the deck. Discard it. You must then flip 2 more cards before you can cash in.
I GOT NEXT!: your quarter's on the ledge. Discard it, then steal 1 Machine card from any other player's score pile and put it in your score pile. It never enters your line, so it's safe.

WHEN THE DECK RUNS OUT

First time: everyone shouts "CONTINUE?" and counts down "10… 9… 8…" while someone shuffles the discard pile into a new deck. The current turn keeps going.

Second time: GAME OVER. The current player cashes in their line automatically. Time to score!

SCORING

EXAMPLE TURN

Maya flips Neon Racer 6 (safe) and then Star Blaster 2 (safe). Next comes a GLITCH! Everyone yells "BLOW THE CARTRIDGE!", so she must flip 2 more. First is a 1-UP, and she keeps it in her line. Second is Neon Racer 3, a repeat! Her 1-UP saves her, so she discards the 1-UP and the Racer 3. Now she's free to choose. She has 2 machines in her line, so about 1 flip in 3 would crash her. She flips Halfpipe Hero 8. She decides not to push it and cashes in the Racer 6, Blaster 2 and Halfpipe 8. Had she crashed, Dad would have the fewest cards, so he'd grab the Halfpipe 8 as a Hand-Me-Down.

Scoring example: Star Blaster 9 + 3 → 9 + 1 = 10. Turbo Fists 8 + 5 + 4 → 8 + 2 = 10. Neon Racer 2 → 2. Total: 22.

JUNIOR RULE (OPTIONAL)

Young or brand-new players get one free save every turn, as if they started each turn with a 1-UP. In our computer-simulated games (not human playtests), a kid who cashes in at 3 cards won about 28% of games against three careful grown-ups. A fair share would be 25%.

PRO TIPS FOR GROWN-UPS

QUICK REFERENCE: Flip → new machine = safe · repeat machine = CRASH (unless 1-UP) · stop any time = CASH IN · 5 different = HIGH SCORE! + extra turn · Glitch = shout + flip 2 · I Got Next = steal 1 · deck out once = CONTINUE? · twice = GAME OVER · Score = best card per machine + 1 per extra card.

SCORE PAD

PlayerStar BlasterTurbo FistsDungeon DashNeon RacerHalfpipe HeroTOTAL
       
       
       
       
       

© 2026 TrevAI Studio. An original game. Not affiliated with any video game company. For personal use only.