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Orgo-Life the new way to the future Advertising by Adpathway▪️ Reinhard Staupe's card game Ninety Nine is a race to 99 points, with players scoring for both smart card playing and smart card discarding. Here's an overview of this 2-4 player game:
The deck consists of cards numbered 0-10 in ten colors, with each player starting with a hand of six cards and fifteen cards in a reserve pile. Start two discard piles with a face-up card.
On a turn, play one card from your hand into your personal row. Cards in your row must increase in value and be different colors; if you can't play, you must score and discard your row, then start a new one. A row scores the square of the number of cards in it, e.g., a row of four cards is worth 16 points when scored. (You can choose to score your row, if desired.)
Next, you may discard as many cards as you wish onto the discard piles, but each discard must either:
• Be the same color as the card covered.
• Be exactly one number higher than the card covered.
• Add to 10 if summed with the card covered.
For example, you can play a green 10 on a yellow 9, then a red 0 on the 10, then a red 8 on the 0. End your turn by refilling your hand from your reserve pile. If you empty that pile, immediately score 15 points, then create a new reserve pile.
As soon as a player scores 99 or more points, they win.
Once you're skilled at Ninety Nine, you can add the bonus rule: If you manage to discard all five cards in hand onto the discard piles, you refill your hand to six cards, then take another turn immediately. If you discard the next five, take another bonus turn!
On a turn, play one card from your hand into your personal row. Cards in your row must increase in value and be different colors; if you can't play, you must score and discard your row, then start a new one. A row scores the square of the number of cards in it, e.g., a row of four cards is worth 16 points when scored. (You can choose to score your row, if desired.)
Next, you may discard as many cards as you wish onto the discard piles, but each discard must either:
• Be the same color as the card covered.
• Be exactly one number higher than the card covered.
• Add to 10 if summed with the card covered.
For example, you can play a green 10 on a yellow 9, then a red 0 on the 10, then a red 8 on the 0. End your turn by refilling your hand from your reserve pile. If you empty that pile, immediately score 15 points, then create a new reserve pile.
As soon as a player scores 99 or more points, they win.
Once you're skilled at Ninety Nine, you can add the bonus rule: If you manage to discard all five cards in hand onto the discard piles, you refill your hand to six cards, then take another turn immediately. If you discard the next five, take another bonus turn!
▪️ In 2023, KENDi released Sixto, a Qwixx-like design from Qwixx designer Steffen Benndorf and his son Florian. For those familiar with the original game, here's how to play:
Each player gets their own player sheet, which features six rows of numbers, each in a different color. The row contains the digits 1-6 in a random order, and each player should have a different sheet from among the twelve designs in the box.
On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.
The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends.
Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and scoring 5+ points for 3+ marks. The player with the highest score wins.
On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.
The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends.
Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and scoring 5+ points for 3+ marks. The player with the highest score wins.
In 2024, the Benndorfs and KENDi released two expansion score pads for the game: Sixto: Cross and Sixto: Hits, each providing two play variants. Sixto: Hits, for example, makes it easier to cross off spaces in a row by breaking the rules, but rewards you with extra points if you mark them the regular way. Sixto: Cross adds new scoring areas in blocks or diagonal lines.
In 2025, the Benndorfs and KENDi are doing it again, with Sixto: Kris-Kras scattering the colors across both columns and rows, giving you the chance of marking multiple spaces within a single row on a turn instead of only multiple spaces in a column. Will this make it easier for you to score more points? Or will you be overwhelmed with the options now available to you?
Sixto: Locked makes things more challenging for players in a different way. Each colored row now features three locked spaces — and you can't mark off a space to the right of a lock until the locked space is itself marked off. Don't want to wait forever for the proper numbers to be rolled? On a turn, you can cross off the next locked space in a row if you mark off no other spaces on your score sheet. Will that cost be worth it?

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