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.

About Grasp

Grasp is a push-your-luck card game boiled down to two buttons and one rising bar. A shuffled deck flips one card at a time, and for each you decide on the spot: grasp it and bank its value, or release it and move on. There is no undo and no going back. Every grasp fills the haste gauge, and the moment it is full the round ends right where you stand; see the deck through to its last card first and you clear, which is worth a flat 200 points plus a bonus for however much of the gauge you left unused. That last detail is what makes Grasp more than a coin flip. Card values are small — one to five on Easy, up to seven on Hard — while the clear bonus is large, and every grasp quietly eats into the gauge margin you get paid for at the end. Nothing is hidden except the order: the board shows exactly how many of each value remain in the deck and how many grasps you have left, so a careful player is weighing the next card against everything still to come. Easy deals 20 cards, Normal 30 and Hard 42, and a shared Daily deck with a streak counter puts everyone on the same shuffle.

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

  • Every grasp costs the same amount of gauge, and unused gauge is paid out as a margin bonus when you clear — so weigh each card’s value against the margin it will cost you.
  • 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.
  • The grasp that fills the gauge comes sooner on Easy (the 6th of 20 cards) than on Normal (8th of 30) or Hard (10th of 42), 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 deals 20 cards worth 1–5 and caps on the 6th grasp; Normal deals 30 cards worth 1–6 and caps on the 8th; Hard deals 42 cards worth 1–7 and caps on the 10th. Longer decks mean more decisions before you reach the end.