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How to play 9 min read

Seep King · the rules

Seep is a fishing-style card game: use the cards in your hand to catch cards off the table and collect the points. Play 1 vs 1, or 2 vs 2 with a partner you share a score with. All 100 points live in the spades, the four aces, and the 10 of Diamonds — and clearing the whole table in one catch (a "sweep", or seep) banks a 50-point bonus. Most points wins.

Players
1 vs 1, or 2 vs 2 with a partner (partners share one score).
Deck
One standard 52-card deck — 100 points in all.
Goal
Catch more points than the other side; sweep the table for a +50 bonus.
Length
About 5 minutes a round — one round in Quick, five in Classic, unlimited in Baazi.
01

The goal

Seep is all about fishing cards off the table. The table holds face-up cards, and you use the cards in your hand to "catch" them — the player or side that catches the most points wins. All 100 points in the deck live in just a handful of cards (the spades, the four aces, and the 10 of Diamonds); every other card is simply a tool for grabbing them. Clear the entire table in a single catch — a "sweep", or seep — and you bank a 50-point bonus on top.

02

The cards & what they’re worth

It’s an ordinary 52-card deck, and two things matter about every card. First, its number, used to catch other cards: an Ace counts as 1, the number cards count their pips, and the Jack, Queen and King count 11, 12 and 13. Second, whether it’s worth points — and most cards are worth nothing at all.

Every spade is worth its number — the Ace of Spades is 1 point, on up to the King of Spades at 13.

The other three aces (♦ ♣ ♥) are worth 1 point each.

The 10 of Diamonds is worth 6 points.

Everything else scores zero — a plain 8 or a plain Queen is worth nothing. That makes exactly 100 points spread across the deck.

Remember the one thing that matters: spades and the 10 of Diamonds are the cards worth fighting for. Everything else is just a tool to grab them.

03

The call that starts a round

At the start of every round, one player is chosen to go first — the caller. The caller sets the round in motion, then play moves around the table one card at a time.

1

Play 1 vs 1 against a single opponent, or 2 vs 2 with a partner sitting opposite — partners share one score, so you’re always working together.

2

The caller picks a number from 9 to 13. This is the "call" (or bid) for the round.

3

The caller then plays their first card, which must either catch, build a house of, or throw down a card of that exact number.

4

Everyone is dealt their hand and play passes around the table, one card per turn, until every hand is empty.

04

Your turn: play one card

On every turn you take exactly one card from your hand and do one of three things with it — catch, build, or throw.

1

Catch (the main move): play a card to grab table cards that add up to the same number. A catch takes everything that matches — if a 3, a 4 and a 7 are on the table and you play a 7, you collect all three: the loose 7 and the 3 + 4, since they add up to 7. You can’t pick and choose which matches to take.

2

That means one card often catches several groups at once. With a 6, 7, 5 and 8 on the table, playing a King (13) scoops all four: 6 + 7 = 13 and 5 + 8 = 13.

3

A catch collects matching houses too (see building houses below). Play a 9 and you take any house worth 9 along with every loose 9 and combination adding to 9 — house, loose cards or both, whatever matches comes to you.

4

You must catch if a catch is available — you’re never allowed to throw a card away when something on the table can be caught.

5

Throw (also called trailing): if nothing can be caught, place your card face-up on the table as a loose card for someone to catch — or build a house with — on a later turn.

6

Build a house: instead of catching now, stack cards into a pile you reserve to catch on a later turn (see the next section).

05

Building houses

A house is a pile of cards on the table that you reserve to catch on a later turn — the move that makes Seep a game of strategy. Lay a 4 on a loose 5 and you’ve built a house worth 9 (4 + 5); later, when you play any 9 from your hand, you catch the whole house. A house belongs to no one — anyone holding a card of its value can catch it. That’s the gamble: a house worth 9 can only be taken with a 9, so build it when the 9s are in your hand and not your opponent’s.

A house must be worth 9, 10, 11, 12 or 13 — nothing lower.

You must keep a matching card in your hand to collect a house you build — build a house of 9 and you need a 9 in hand to grab it later.

Only two houses can sit on the table at once.

To build a new house — or add to one already on the table — you can pull in loose cards. Play a 2 onto a loose 4 and a loose 5 and you’ve built a house of 11 in one move.

A house can take any number of layers, as long as each layer adds up to its value. A house of 11 started with 5 + 6 can take 3 + 8 as a second layer, then an Ace + 10 as a third — and a single 11 catches the whole pile.

A house with a single layer can be broken — raised to a higher value. Add an Ace to a house of 12 (3 + 9) and it becomes a house of 13, but only if you’re holding a King (13) in hand to catch it later. The breaking card must come straight from your hand — loose table cards can build or grow a house, never break one.

A house with two layers — say a house of 11 with 5 + 6 as its first layer and 3 + 8 as its second — or any house worth 13, is locked: its value can never change again, so it can’t be broken. Players can still keep adding layers to it, and it’s caught like any other house.

06

The sweep (Seep)

If a single catch clears the table completely empty, that’s a sweep — also called a seep — and it’s worth a 50-point bonus, the most exciting move in the game. A few conditions keep it in check:

You can earn the sweep bonus twice in a round — but a third sweep cancels all of your sweep bonuses, so don’t overdo it.

You can’t score a sweep on the very last card of the round.

Sweep bonuses only count if you catch at least 20 game points in the round.

Below 20, you don’t just lose the bonuses — you lose the round outright as a clean sweep.

Example: you catch 10 game points, your opponent 90. Even with two sweep bonuses (10 + 50 + 50 = 110 against their 90), the bonuses are void and you still lose.

In Classic and Baazi, a clean sweep doesn’t just take the round — it ends the whole match then and there.

07

Scoring the round

When everyone’s hand is empty, the round ends and you tally your points.

Add up the point cards in your pile — your spades, your aces and the 10 of Diamonds. Plain cards count for nothing.

Add 50 for each sweep you scored (subject to the sweep rules above).

Any cards still loose on the table go to whoever made the last catch of the round.

08

Winning the match

How long a match runs depends on the mode you pick, but your scores always add up across the rounds.

Quick is a single round — the higher score when it ends takes it.

Classic runs up to five rounds, with scores carried across them.

Baazi has no fixed length and keeps going round after round.

In Classic and Baazi, the moment you pull 100 points ahead of your opponent you win instantly.

A clean sweep also ends the match on the spot: hold your opponent under 20 game points in any round and you win the whole match immediately — no 100-point lead required.

Otherwise, whoever has the most points when the match ends wins.

09

Key terms

Table / floor
The shared face-up cards in the middle that everyone catches from.
Catch
Taking table cards that add up to the value of the card you play.
House
A pile on the table (worth 9–13) that anyone holding a card of its value can catch on a later turn.
Sweep / Seep
Clearing the whole table in one catch for a 50-point bonus.
Caller / call
The player who goes first, and the 9–13 number they pick to open the round.
Trail
Throwing a card face-up onto the table when you can’t catch.
10

Strategy tips

Go for the spades and the 10 of Diamonds — they’re the points. Don’t waste turns on cards worth nothing when a point card is there to grab.

Don’t overpay: using a King just to catch one lonely King is a waste — try to scoop several cards at once instead.

Build houses when you’re holding the matching card — it locks in points and frustrates your opponent.

Remember the cards that have been played — it’s how you master the game. Knowing what’s left tells you which house is safe to build and which card is safe to trail.

Once you know you hold the last card of a house’s value, bank points into that house freely — no one else can catch it.

Build houses you can catch with a spade in your hand — take a house of 9 with the 9 of Spades and the catching card itself adds to your points.

Chase the 50-point sweep, but stop before a third one, since it cancels them all.

In 2 vs 2, play as a team — your partner’s catches help you too, so set each other up instead of competing.

You're ready

Take your seat at Seep King

Now that you know the rules, jump into a live table and put them to work.