Sixes, Moe Lueker’s original card game

Two cards. What do they score?

Each horizontal pair scores separately. Try a pair below, then add your three pair totals to find your hand score.

Try a pair

Left card
Right card
8♥A♣

-1 point

The Ace or Joker cancels the positive card and keeps its negative value.

The values to remember

Sixes card values before pair effects
CardValue
2 through 10Printed number
Jack, Queen, King10 each
Ace−1
Joker−2

Suits never change a pair’s score. Two Eights cancel even in different suits. Two Jacks cancel; a Jack and Queen score 20.

A♠K♥-1
The Ace cancels the King’s positive value and keeps its −1.
A♣JK-3
Two negative values add. An Ace and Joker make −3.
JKJK-4
Two Jokers make −4. They do not cancel to zero.

Showing is not your final score

The table’s “Showing” number uses only face-up cards. A pair with one visible Nine shows 9; its hidden partner might later cancel it, add points, or turn the pair negative. The final round score uses all six cards, including the cards revealed at the end.

A failed knock adds everyone else’s raw score

Suppose your hand is 7, while the other hands are 4 and 11. Your knock fails because 4 is lower. You score 7 + 4 + 11 = 22. The other players keep their own scores of 4 and 11.

Ties for the lowest raw hand score are safe. A knocker with 4 against 4 and 11 scores just 4. If the other hands include negatives, include those signed numbers in the penalty sum; the rule does not clamp them to zero.

Going out by making all six cards face up does not carry this penalty. See the complete round-ending rules and how to judge when to knock.