is a fast-paced card game where memory meets cunning. Players vie to keep scores low while attacking competitors and protecting themselves across 10 thrilling rounds. Ideal for 3-8 players, ages 8 and up (or younger if your kid is really smart!)
Goal:
Score the lowest number of points across 10 rounds to win!
Components:
- 76 numbered cards (0-12)
- Four (0), Six (1-12)
- 21 Pump Cards


Separate the number cards (0-12) and Pump Cards into two decks

Shuffle the number deck and deal 4 cards face down to each players in a 2x2 grid.

Shuffle the Pump Cards and deal one to each player.

Place the remaining numbered cards face down in the center as a draw pile. Flip the top card of the draw pile to start the discard pile.
The youngest player goes first and gameplay moves clockwise. The starting player also rotates clockwise each round.
Gameplay: Before each round, peek at your bottom two cards and memorize them (no more peeking once the round starts!)
Win rounds by achieving the lowest score. You can do this in two ways: (1) Pairs & Low Cards – Horizontal pairs always cancel to 0, so creating pairs and collecting low cards is the safest strategy. (2) Shooting the Moon – If your four-card total reaches 40 or more, your score drops to 0!
On your turn, pick a card from either the draw or discard pile and swap it with any of the four cards in your grid or discard it.




Ending a Round: If you believe you have the lowest score, knock after your turn to signal that each other player gets one final turn. Once everyone has played, flip all cards face up and tally scores.
At the end of each round, record scores. The winner of the round earns a Pump Card! Scores are cumulative across 10 rounds.

Horizontal Pairs:
Horizontal pairs ALWAYS cancel to 0! This is the primary strategy of Pumptown.
Shooting the Moon:
If the sum of your four cards adds up to 40 or more, score 0 for the round!
TIP: Shooting the moon is high risk, high reward. If the round ends before you reach 40, you could be stuck with a lot of points!

Knocking:
If you knock and have the lowest score, your score becomes 0 for the round. If not, you get a 10-point penalty. In case of a tie, the knocker wins!
Point Reduction:
If your total cumulative score hits exactly 100 or 200 at the end of any round, your total score is cut in half, so strategize accordingly!
Pump Cards give you strategic advantages to outsmart your opponents. Each player starts with one Pump Card, but the only way to earn more is by winning a round.
Every Pump Card will specify when you can use them and how you can use them—strategize wisely to maximize their impact!
You can play multiple Pump Cards in a single round for a game-changing move, but you can only hold up to 3 at a time! If you win a 4th Pump Card, you must discard one in your hand.
Pump Card Descriptions:
when and how to use them

At the beginning of a round…
- Peek: Peek at all four of your cards instead of just the bottom two. Make sure to remember them!
- Double: Choose one player to have their points doubled for this round and announce it to the group! Doubling is the last thing that happens in a round.
As your turn…
- Swap: Swap a single card between any two players. Cards remain face-down, no peeking!
- Steal: Steal a single card from any player and replace their card with one of yours. Cards remain face-down, no peeking!
Immediately after a knock…
- Block a Knock: Once blocked, the original knocker loses their ability to knock for the rest of the round.
At any point…
- Swipe: Swipe the top card of the discard pile as if it were your turn! Play continues clockwise from you.
- Nope: Prevent any pump card from being played. The Pump Card played and “Nope” Pump Card will both be discarded.
At the end of a round…
- Rearrange: Rearrange the position of your cards in any way you prefer for score tallying.
- Duel: Force any player to duel you for the sum of both of your points that round. (Pump cards are up for grabs!)
- Eliminate: Eliminate one of your four cards for score tallying.
- Redistribute: If you successfully shoot the moon, redistribute the original point value to any other player(s).
Duels happen when non-knocking players tie for the lowest score or when triggered by a Pump Card.



Each member of a duel gets 2 face-down cards (no peeking!) and takes 3 turns to draw and swap cards.
(Player closest to the right of the dealer starts).
After 3 turns, the lowest score wins, earning 0 points for the round and a Pump Card. The loser takes the sum of both players’ original scores as their final score.
After 10 rounds, the player with the lowest cumulative score wins.
- Shooting the Moon is a high-risk, high-reward move, but you can leverage Pump Cards to minimize the risk!
- If you’re behind in the game, use a Duel Card to challenge the player in the lead.
- Plan your final rounds carefully. A well-timed Pump Card or a smart knock can secure your victory!
