What each card is worth
At the end of a round, turn up any cards still face down and add up your grid. Every card scores the number printed on it.
- −2 and −1
- Take 2 or 1 off your score
- 0
- 0
- 1 to 12
- Face value
- Three of the same number in a column
- 0, the column is cleared
- Ending the round when someone ties or beats you
- Your round score doubled, if it's above 0
Minus cards are rare. The deck has 150 cards: five −2s, ten −1s, fifteen 0s and ten of every number from 1 to 12.
How a round is played
Deal 12 cards to each player, face down, in three rows of four. Everyone turns up two of their cards, and whoever shows the highest total goes first. In every round after that, the player who ended the last round starts.
On your turn, take the top card of the discard pile, or draw one from the deck. A card from the discard pile has to replace one of your cards. A card from the deck can replace one of your cards, or you can discard it and turn up one of your face-down cards instead. A card you replace goes face up on the discard pile.
Clearing a column
When a column holds three face-up cards of the same number, discard all three. The column is gone and scores nothing.
Only columns count, not rows: three matching cards side by side stay where they are. It works for any number, so three −2s are cleared too, and with them your −6.
Ending the round and the doubled score
When a player has every card in their grid face up, each other player has one more turn. Then everyone turns up their face-down cards and adds up their grid.
The player who ended the round has to have the lowest score for that round. If anyone has the same score or less, the ender's score is doubled. The current rulebook doubles only a score above 0, so a round of 0 or less stays as it is. Many rule sites leave that out, so agree on it before you play.
Counting a grid
Your grid has four columns of three. Count each column, then add them up. Here's Cleo's grid at the end of round 1 in the example below:
- Column 1: three 7s, cleared, so 0
- Column 2: 5, −1 and 0, so 4
- Column 3: 2, 3 and −2, so 3
- Column 4: 4, 1 and 2, so 7
Cleo's grid is worth 14. She ended the round, but Ana had 9, so Cleo's 14 is doubled and she writes 28.
When the game ends
Add each round to a running total. The game ends after the round in which someone reaches 100 or more, and the lowest total wins. The rules don't break a tie for the win, so tied players share it.
Skyjo Action, the follow-up game, adds action cards and its own rules. This page covers the original Skyjo. If you like Skyjo, try Golf, an older card game played much the same way.
What people often get wrong
- Rows don't clear.
- Only three of a kind in one column is discarded.
- A tie still doubles.
- The ender needs the lowest score outright, or theirs is doubled.
- Scores of 0 or less aren't doubled.
- Doubling a −3 to −6 would reward the ender, so it stays −3.
- The card from the deck is optional.
- You can discard it, but then you turn up one of your own cards.
A scoring example
Three players, the first four rounds. The note on each round says who ended it.
| Round | Ana | Ben | Cleo |
|---|---|---|---|
| 1 · Cleo ended | 9 | 21 | 28 |
| 2 · Ana ended | 3 | 17 | 11 |
| 3 · Ben ended | 12 | 10 | 5 |
| 4 · Ana ended | −3 | 8 | −5 |
| Total | 21 | 56 | 39 |
Round 1: Cleo's grid was worth 14, but Ana had 9, so Cleo's 14 became 28. Round 2: Ana ended with 3, the lowest, so nothing changed. Round 3: Ben ended with 5 and Cleo also had 5. A tie isn't the lowest, so Ben's 5 became 10. Round 4: Ana ended with −3 and Cleo had −5, but a score below 0 isn't doubled, so Ana kept −3.
Ana leads with 21, the lowest total. Nobody is near 100 yet, so the game goes on.
Keep score for Skyjo in Tallynight
Skyjo isn't one of Tallynight's built-in games yet, but it takes a minute to set up. Choose Something else, then Rounds, with the lowest score winning. Turn on Play to a target and set it to 100, and Tallynight offers to end the game when someone gets there.
After each round, type everyone's grid on one keypad, minus signs included. Tallynight doesn't double the score of the player who ended the round, so work that out first and type the doubled number. Add it to your favourites and it's ready next time.
- Everyone's round on one keypad, below zero included
- Offers to end the game when someone reaches 100
- The lowest total in front, all game
- Tap any round to fix a miscount

A Skyjo score sheet to print
Playing on paper tonight? Print a free Skyjo score sheet, or save it as a PDF.
Skyjo score sheetQuestions
How do you keep score in Skyjo?
At the end of each round, add up the cards in your grid, with −2 and −1 taking points off. Keep a running total. Once someone reaches 100, the lowest total wins.
What happens if the player who ends the round doesn't have the lowest score in Skyjo?
Their score for the round is doubled. That includes a tie: if anyone has the same score or less, the ender's score is doubled. The current rules only double a score above 0.
Is a negative score doubled in Skyjo?
No. The current rulebook doubles only scores above 0, so a round of 0 or less stays as it is. Many rule sites leave it out, so agree before you play.
Does three in a row count in Skyjo?
Only in a column. Three face-up cards of the same number in one column are discarded and score nothing. Three matching cards across a row stay where they are.
Who goes first in Skyjo?
Everyone turns up two of their cards, and the highest total goes first. In later rounds, the player who ended the last round starts.
How do you play Skyjo with 2 players?
With the same rules. Skyjo is for 2 to 8 players, and nothing changes for two: a grid of 12 cards each, the doubled score for the ender, and the game to 100.
What happens with a tie in Skyjo?
In a round, a tie with the player who ended it counts against them, and their score is doubled. For the whole game, the rules don't break a tie, so tied players share the win.




