You’re playing with 16 cards: two copies of each number 1 to 8 (and 1 means “ace”).
The two players
- Chooser: tries to find a starting number that makes the jumps go past the end of the deck.
- Arranger: tries to set up the deck so that every starting number ends on the very last card, and that last card is a 1.
Setup
- The Chooser gets a bunch of white cards (numbers 1–8, with duplicates) and puts them in any order as a row.
- The Arranger gets some blue “extra” cards (there must be at least one 1) and is allowed to slide them in between the white cards.
- Important: the Arranger cannot change the order of the white cards — only insert blue cards between them.
- Now the deck is finished and has 16 cards total, left to right.
Playing the jumping game
- The Chooser picks a starting number N between 1 and 8.
- Put a marker (a “dot”) on the Nth card from the left and look at its number. Call that number M.
- Move the marker M cards to the right and look at the new card’s number.
- Keep doing that: jump by the number you just landed on.
Who wins?
- If a jump would make the marker go past the last card, the Chooser wins.
- If the marker lands exactly on the last card, and that last card is a 1, the Arranger wins.