Grasp

Grasp cards for points before the haste gauge forces the round to end.👆

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Play to set a score, then submit it to the board.

How to play

  • Cards flip one at a time from a shuffled deck. Grasp a card to add its value to your score, or release it for free and move on.
  • Every grasp fills your haste gauge a little more — release costs you nothing but the chance to score.
  • The instant the gauge fills, the round ends on the spot, wherever you are.
  • See the deck through to the very last card before the gauge caps and you clear the round for a big bonus instead.

Strategy & tips

  • Early grasps are cheap — the gauge has plenty of room, so take the value while it is safe.
  • Watch the gauge closely near the end of the deck: reaching the last card the instant it would cap turns a bust into a clear.
  • Releasing costs nothing but potential score, so when the gauge is near full, release freely to survive to the finish.
  • Higher difficulties shrink your grasp budget, so plan how many grasps you can afford from the very first card.

FAQ

How do you play Grasp?

As each card flips, choose to grasp it (add its value to your score, fill the gauge) or release it (no score, no gauge cost).

What happens when the gauge fills?

The round ends immediately, wherever you are — unless you grasp the very last card in the deck at that same moment, which clears the round for a bonus instead.

What is the difference between difficulties?

Easy, Normal, and Hard shrink how many grasps you can make before the gauge caps, so higher difficulties demand tighter judgment calls.