Member Portal: Game Instructions
Welcome to your Members Area! Below are the rules for every AlphaDeck game mode. Click a panel to expand and learn how to play.

Alphabet Mastery
Learn letters,sounds and spelling through interactive gameplay
Play Together
Solo, team or family, build social and strategic skills.
Create & Share
Invent a new game and share them in our community.
Games Instructions
Players: 2–6
Setup:
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Shuffle the 104‑card AlphaDeck.
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Deal 10 cards to each player.
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Place remaining cards face‑down as the draw pile; flip one to start the discard pile.
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All players begin on Phase 1.
Turn Sequence:
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Draw one card (from the draw pile or discard pile).
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Lay Phase: If you can exactly meet your current phase requirement, place those cards on the table.
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Add‑On (optional): After your phase is laid, you may play additional valid words or suit/runs onto any laid phase.
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Discard one card to end your turn.
Ending a Hand:
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When a player goes out (lays their phase and discards their last card), the hand ends.
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Players who laid their phase advance one phase; those who did not stay on the same phase.
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Clear all cards and begin the next hand.
Phases:
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Two 3‑letter words
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One 5‑letter word + one pair
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Three words (3+ letters), same suit
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Run of 4 letters + one 4+ letter word
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Two rhyming words (3+ letters)
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One 6‑letter word using 3+ suits
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Run of 5 letters, same suit
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Three words starting with different vowels
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One 7+ letter word
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Two separate runs of 4 letters each
First to complete Phase 10 wins the game.
Players: 2–6
Setup:
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Deal 10 cards each; remaining cards = draw pile, flip one to discard.
Turn Sequence:
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Draw one card (draw or discard).
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Lay Melds:
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Word Melds: valid words of 3+ letters.
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Set Melds: three cards of the same letter, different suits.
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Discard one card.
Winning:
First to shed all cards. Others tally penalty points (vowels = 5 pts, consonants = 10 pts). Lowest score after agreed rounds wins.
Players: 3–6
Setup:
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Deal 7 cards each; rest is draw pile.
Turn Sequence:
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Ask: Request all copies of a specific letter you need to complete a word you name (e.g., “Do you have an ‘E’ for ‘TREE’?”).
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Receive or Draw:
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If the player has any, they hand over all copies and you immediately lay the word.
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If not, you draw one card.
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Lay Word: If you completed a word, place it face‑up.
Winning:
First to lay five words.
Players: 2 (or teams)
Setup:
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Split the deck evenly; each player flips their pile’s top card as the starter letter.
Play (simultaneous):
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Using cards from your hand, spell valid words that include the starter letter.
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Words must be 3+ letters.
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Slam each word onto the table as you form it.
Winning:
First player to play all their cards in that round wins.
Players: 2–4
Setup:
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Select 36–52 cards; shuffle and lay face‑down in a grid.
Turn Sequence:
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Flip two cards.
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Match Check:
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If they match by letter (same letter, different suit) or by sound (e.g., “C” & “K”), keep them and flip two more.
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If not, flip them back down.
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Next Player: on mismatch.
Winning:
When all cards are paired, the player with the most pairs wins.
Players: 2–5
Setup:
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Deal 8 cards each; rest form draw pile.
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Agree on one target suit for the round.
Turn Sequence:
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Draw one card.
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Play Word: Spell any valid word; you score 1 point per letter if majority of letters match the target suit.
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Bonus: +5 points if all letters match the suit.
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Discard one card.
Winning:
Highest point total after agreed rounds wins.
Players: 2–6
Setup:
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Deal 7 cards each; rest = draw pile.
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Place one card face‑up as the starting word.
Turn Sequence:
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On your turn, play a card whose letter begins or ends a new word that connects logically to the previous word.
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Example: current word “CAT” → play T for “TREE” or C for “CAR.”
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If you can’t play, draw until you can or draw pile is exhausted.
Winning:
First to run out of cards—or with the fewest when all players are blocked—wins.
Players: 1–4
Setup:
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Shuffle deck; deal 16 cards face‑up in a 4×4 grid.
Play (timed):
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Start a 2‑minute timer.
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Players simultaneously search the grid for words by connecting adjacent cards (horizontally, vertically, or diagonally).
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Words must be 3+ letters; each card can be used once per word.
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Record each unique word.
Scoring (per player):
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3–4 letters = 1 point
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5 letters = 2 points
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6 letters = 3 points
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7 letters = 5 points
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8+ letters = 11 points
Winning:
Highest score at timer end wins. Optionally play best of three rounds.