The complete guide

How to play SITA

SITA takes one minute to learn: play a card, watch the rows fill up, and never — ever — place the sixth card. This guide walks through a full game, with pictures.

The goal

Finish the match with the fewest penalty points. You collect penalty points by being forced to pick up cards — so the whole game is about taking as few as possible while your friends take plenty.

The deck

SITA uses 104 cards, numbered 1 to 104. Each card also carries penalty points — the little dots and badge in its corners. Most cards are worth 1 point, but some are traps:

Reading a card

  • 1

    Card number

    Decides where the card lands in the rows — always in ascending order.

  • 2

    Penalty badge

    How many points this card costs whoever is forced to pick it up.

  • 3

    Penalty pips

    The dot count mirrors the penalty value, so danger is visible at a glance.

Penalty values

1 point

Most cards

2 points

Cards ending in 5 (15, 25…)

3 points

Cards ending in 0 (10, 20…)

5 points

Doubles (11, 22, 33…)

7 points

The 55 — a double AND ends in 5

Setting up

Every player is dealt 10 cards. Four more cards are placed face-up on the table — each one starts a row. A match lasts as many rounds as you have cards, so every card in your hand will be played.

2–10

players per table

10

cards in your hand

4

rows on the table

Each round

A round, step by step

1

Choose a card in secret

Everyone picks one card from their hand at the same time. Nobody sees your choice until every player has locked in — so read the rows, guess what your rivals need, and commit.

Every player picks one card, face down.
2

Reveal simultaneously

All chosen cards flip face-up at once. They are then placed one by one, from the lowest number to the highest.

Cards flip together and place lowest to highest.
3

Cards join the closest row

Each card goes to the row whose last card is closest below it. A 43 joins the row ending in 38 rather than the one ending in 12 — always the nearest lower neighbour.

Each card joins the row with the nearest lower end card.
4

The sixth card takes the row

If your card would be the sixth in a row, you take all five cards beneath it as penalty points, and your card starts that row fresh. This is the moment SITA is named after — avoid it at all costs.

The sixth card busts — its player sweeps all five below.

Too low to place?

If your card is lower than the last card of every row, it can't be placed anywhere. You must pick up a full row of your choice — take the cheapest one — and your card starts that row over.

Too low for every row? Pick up a row of your choice.

Scoring & winning

Every card you pick up adds its penalty points to your score. When all hands are empty the match ends, and the player with the fewest points wins. Play multiple matches and keep a running tally for a proper tournament.

Fewest penalty points at the end wins the match.

Three tips from the table

01

Burn dangerous cards early

Rows are short at the start of a round cycle. Play cards that sit just above a row's last card while it's still cheap to be wrong.

02

Count the gaps

If a row ends in 30 and you hold 31, you're safe there — nothing can slip between. Cards one above a row's end are gold.

03

Sacrifice small, save big

Sometimes taking a cheap 2-point row on purpose beats gambling and eating a 15-point one later. Lose the battle, win the match.

You know the rules. Now survive them.

Start with a practice match against bots, or jump straight into a room with friends.