Sixes, Moe Lueker’s original card game

Make the pair better. Then judge the table.

Sixes rewards careful comparisons, but hidden cards keep every hand uncertain. These ten tips help you use the information you actually have.

9♥9♣0
A low card can make this pair worse. Protect a match that already works.

1. Look at pairs, not single cards

A Nine beside a Nine is already worth zero. Replacing one with a Two would make that pair worth 11. Compare the whole pair before accepting a lower-looking card.

2. Put negative cards beside expensive positives

An Ace beside a King changes that pair to −1. Putting the same Ace beside another Ace makes −2, but leaves any expensive pair elsewhere untouched. Look for the biggest improvement across your hand.

3. Keep the difference between matching and equal value clear

Jacks, Queens and Kings all score 10, but only equal ranks cancel. Do not take a Queen expecting it to cancel your King.

4. Use the discard when it solves a known problem

The top discard is certain information. If it matches a visible partner or is an Ace or Joker, you can evaluate the new pair before you commit. A stock draw gives you a choice, but its result is unknown.

5. Remember that discarding a stock draw ends the turn

Drawing is not a free look followed by a flip. If the card is unhelpful and you discard it, the turn is over. Choose a flip when revealing information is your priority.

6. Treat a low showing score as partial evidence

Hidden cards still count at the end. A hand showing zero may have expensive hidden partners, while a visible high card might have a hidden match. Compare what is known and how much remains unknown.

7. Watch the next player before discarding a match

A discarded Eight can be useful to the next player with a visible Eight. You cannot control their hidden cards, but you can avoid handing over an obvious match when you have an equally good alternative.

8. Remember everyone else gets a last turn

A knock ends your own opportunities to improve. Other players still get one move each. A small lead in visible cards may disappear before the scores are counted.

9. Compare knocking with turning up card six

Making all six cards face up also starts the last turns, but carries no knock penalty. If your chosen flip or swap reveals your last hidden card, the game treats it as going out even if a knock was armed.

10. Use practice to learn the tradeoffs

Start with an unscored practice round and watch the revealed hands at the end. Compare what you thought a pair would contain with what was there. No strategy can guarantee the lowest hand when information is hidden.

Check a decision before your next game

Use the pair scorer to compare replacements, or revisit the turn and knock rules. Solo play lets you try these ideas with computer opponents at your own pace.