In Up or Down?, you build ascending and descending rows of cards, trying to place as many cards of the same color in a row as possible
To set up, shuffle the deck, deal each player a hand of three cards, reveal six cards and place them in a ring from low to high, then split the deck in half and place these piles in the center of the ring, one face up and the other face down. The deck contains cards numbered 1-126, although you adjust the deck based on the number of players.
On a turn, place a card from your hand between the surrounding numbers in the ring, e.g., 37 between 34 and 52, then you take one of the cards surrounding your just-placed card and add it to your display, either starting a new row or adding to an existing row. (If your card is lower than the lowest number or higher than the highest, place it between the lowest and highest card, then add one of those cards to your display.)
You can have up to three rows in your display. When you place a second card in a row, you must decide whether the cards in that row will be placed in ascending order or descending, and you stack the cards accordingly. If you cannot or do not want to place a card in a row — following the ascending or descending order you set up — take all the cards in a row of your choice, flip them face down into a personal discard pile, then start a new row with your current card.
To end your turn, draw a card from either pile inside the ring. Once all the cards in the game have been played, score your rows. For each row, multiply the number of cards in that row by the number of cards in the most common color in that row. For each card in your discard pile, score 1 point. Whoever has the most points wins.
- Clever scoring system that makes you feel good about what you add to a stack
- Each card added to a stack matters for scoring, creating meaningful decisions
- Open drafting provides interesting decision space without excessive complexity
- Lightweight and accessible, but with strategic focus on color specialization
- Tension between starting extremes and building toward color emphasis
- Decision space can be limited at times, with not a lot of control over available cards
- As a lighter, accessible game, it may not satisfy players seeking deep complexity
- Array
- Abstract
- expository
Mechanics (from transcript analysis)
- card drafting — Players draft a card after giving up a card and add the gained card to one of three stacks.
- closed drafting — Drafting occurs from an exposed pool, with the decision space influenced by which cards are available.
- color-majority scoring — Each stack is scored based on the most common color in that stack, multiplied by the stack size.
- Compound Scoring — Each stack is scored based on the most common color in that stack, multiplied by the stack size.
- open drafting — Drafting occurs from an exposed pool, with the decision space influenced by which cards are available.
- Stacking with Elevators (ascending/descending progression) — Cards are added to stacks and must continue in a chosen direction (ascending or descending), creating an elevator-like progression.
Video topics + discussion points
Quotes (from this video)
- I like this idea that every card that you add to a stack matters for the scoring, but you also have this one specific thing that you end up focusing on for each stack.
- this neat scoring system and how it affects the cards that you choose when you're doing the open drafting part of the game.
- a clever scoring system that makes you feel good whatever you add to that stack
- it is a lighter game
References (from this video)
- Unique rondelle-style card drafting mechanic
- Color-based floor scoring creates strategic depth and planning
- Clear endgame tension around elevator capacity and discards
- Host expresses clear enthusiasm for the game
- Array
- Elevator-themed city-building puzzle
- Analytical, instructional
Mechanics (from transcript analysis)
- card drafting — Players place or play a card into a central area (rondelle) and then draft a card from the left or right on subsequent turns, creating a drafting sequence that influences color and floor choices.
- End-of-round / end-of-game discard scoring — If a drawn card cannot be fitted into the lobby due to elevator capacity, the entire elevator is discarded; those discarded cards still provide points at game end.
- Rondel — A circular track governs card selection, where players interact with a rotating or circular system to acquire cards in a set order.
- Rondelle / roundel mechanic — A circular track governs card selection, where players interact with a rotating or circular system to acquire cards in a set order.
- set collection — Elevators score based on the largest color count you have within that elevator; color contiguity is not required.
- Set collection by color — Elevators score based on the largest color count you have within that elevator; color contiguity is not required.
Video topics + discussion points
Quotes (from this video)
- up or down. This is an elevator building game where we are trying to set collect essentially our cards in order to score the highest amount of elevators.
- These elevators must go up or down.
- play a card into the rondelle and then take a card from the left or the right.
- there's this little intermediary that can cause a lot of strategy
- largest color that you have does not need to be contiguous
- be very careful, especially near the end of the game
- Published by Capstone Games. Thanks for sending that on. I really love this game.
- You can pick it up now in retail stores
References (from this video)
- Array
- Array
- card sequencing and color multipliers drive scoring
- Array
- Elevator-themed card game in a modern setting
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a clever card game, Up or Down
- it's a lot of fun and it's just numbers, so you can play it with a variety of people without there being a huge rules overhead
- this is a very tactical game
- at 5 to six, it feels a little bit long
- it's clever and it is a great game to pull out
References (from this video)
- Engaging push-your-luck style decisions with clear, tight constraints
- Aesthetic art and color palette that remains readable and appealing as the elevators grow
- Good flexibility across player counts (2-5) with scalable length
- Accessible introductory rules with depth for experienced players
- Potential downtime at higher player counts (6) due to awareness of others' choices
- Outcome can hinge on which cards are available at the table, creating some unpredictability
- Color differentiation, while generally workable, could pose minor challenges for color-blind players, though icons help
- stacking, color matching, risk vs reward
- A modern urban skyline where elevators connect different floors, with color-coded stacks and playful interior scenes visible as elevator doors open.
- abstract puzzle with light thematic framing
- Oh Hanami
Mechanics (from transcript analysis)
- card placement under constraints — On your turn you must play a card that fits between two cards on the table, then choose one of the two to add to your tableau.
- draw from options — End of turn draws from either a face-up or face-down pile, influencing future options and planning.
- endgame decision points — When a column is maxed or no higher card fits, players may be forced to discard an entire elevator, which yields one point per card but sacrifices multipliers and color clusters.
- scoring multipliers by color — Elevators score by multiplying the number of cards in the elevator by the highest number of matching color cards within that elevator.
- set collection / pattern building — Players collect color-mavorable elevator cards to build three vertical columns (elevators) that must rise or fall in ascending or descending order.
- variable play length — The game length can be adjusted by adding or removing cards from the deck to suit player count.
Video topics + discussion points
Quotes (from this video)
- Let us know if you're color blind and you'd be curious.
- The art for this game is actually super enjoyable.
- There are lots of little decisions that you have to make over the course of the game.
- Up or Down has been an enjoyable experience on our table.
- We've played this as a family. We've played it with some friends.
References (from this video)
- Easy to teach
- Clever, unique take on card-drawing and tableau-building
- Fun with 2-3 players
- Low-count play offers tactical decisions and planning
- Less control at higher player counts
- Stacking and color distribution as a core of scoring
- Urban skyscraper construction, circular city planning with color-coded stacks
- Array
- Abstract puzzle
Mechanics (from transcript analysis)
- card drafting — On your turn, you select one of two cards to add to your tableau.
- End-game scoring — Score based on stack length times the most common color in that stack.
- multi-stack tableau — You manage three stacks and must optimize their growth and color distribution.
- order-constraint stacking — Cards must be placed between existing cards to maintain ascending or descending order within a stack.
- Stacking and Balancing — Cards must be placed between existing cards to maintain ascending or descending order within a stack.
Video topics + discussion points
Quotes (from this video)
- This game is really fun and really easy to teach.
- It's a nice clever different take on a card draw and tableau building game.
- Most points wins.
References (from this video)
- Fast to learn and play
- Tight decision making and tension
- Beautiful production and card art
- Scoring system adds meaningful depth
- Divisive among players; some find it mind-melting
- Setup and card division across counts can be tedious
- Some players feel limited control during play
- Numeric ladder optimization with color-based scoring
- Tabletop card game with three elevators representing up/down sequences on a central grid
- Abstract puzzle with scoring emphasis
Mechanics (from transcript analysis)
- Adaptation to player count — Setup and card distribution adjust for 4 players, affecting pacing.
- card drafting — On a turn you draw and then decide which side card from the display to add to an elevator.
- Drafting and card choice — On a turn you draw and then decide which side card from the display to add to an elevator.
- Elevator closure and re-opening — You may close an elevator and start a new one to influence future options.
- Elevator-based tableaux — Three vertical columns where players place cards in increasing/decreasing order to build elevators.
- End-game scoring with color multipliers — Points come from discard piles plus color groups, with the largest color group multiplied by its count.
- Sequential order placement — Cards must fit within the current bounds of an elevator, enforcing ascending or descending order.
Video topics + discussion points
Quotes (from this video)
- it's not deceivingly simple
- the scoring is what elevates the game
- divisive on who likes a game and who doesn't
- easy to teach
- great production, great artwork
References (from this video)
- clever twist on sequencing with a circular wheel
- easy to teach, hard to master
- strong color-majority scoring that rewards planning
- initial grasp can take a moment
- art style may not appeal to everyone
- order, sequencing, and spatial organization
- abstract, circular card wheel with ascending/descending stacks
- puzzle-focused, mechanistic
- None mentioned
Mechanics (from transcript analysis)
- card drafting — after placement, you may take the card to your left or right to add into your tableau
- card drafting from neighbors — after placement, you may take the card to your left or right to add into your tableau
- circle/ wheel placement — play a card and insert it into a circular sequence in the correct ascending or descending position
- multi-column tableau with color majority scoring — three columns where each column’s score is its height times the color you most control
Video topics + discussion points
Quotes (from this video)
- Great ladder climbing game.
- This is a quick, clever, simple family game with lots of depth, and lots of fun to win.
- This is the reason why I'll never play Scout again.
- It's all sort of randomized because you're going to shuffle your deck and flip random cards every round.
- It's better for mass market crowds. It's simpler than Scout, but yet it still has a ton of depth.
References (from this video)
- cozy and sociable
- easy to learn, with thinking flavor
- can be not deeply strategic for some players
- numerical strategy and social play
- abstract number-placement with stacked piles
- cozy, conversational, laid-back
Mechanics (from transcript analysis)
- number placement — place a number between two others and claim one placed in between
- opponent-reading — read opponents to time your plays and optimize placement
- stack management — three stacks move up and down; busts reduce options
Video topics + discussion points
Quotes (from this video)
- There is a ton of theme involved.
- The theme is super there. And if you love this idea of a game, go for it.
- it's cozy. It's one of those games that has some cool thinkiness to it.
- placing a number in between two other numbers and collecting one of those numbers that you placed in between of.
- I think that it offers a nice balance between thinking and social interaction.
- the balance and the cool synergies of the engine
- this is one of those cozy games where you can hang out and talk with people