REM-O Rules
A dream-state card game where every move brings you closer to waking up—or falling back.
Objective:
In REM-O, each player builds their own personal stack of cards from 1 through 9. The first player to complete their stack (using number cards or Chameleon cards as substitutes)wins.
- Play with 2-6 players
Components
● Number cards: 1–9
● Chameleon cards (wild substitutes for numbers)
● Special cards:
○ Skip
○ -1, -2, -4
○ Exchange
○ Fish & Switch
Setup
1. Shuffle the deck thoroughly.
2. Deal 7 cards to each player.
3. Place the remaining cards face down in the center as the draw pile.
4. Create a single shared discard pile next to the draw pile.
5. Determine the first player:
○ To determine who goes first, deal one card to each player. The player with the lowest number goes first. If multiple players tie with a 1, deal each of them another card and compare again. Continue dealing tie-break cards until a single player has the lowest value.
○ After that whoever previously goes first the next round.
○ The starting player determines which direction the game goes.
Turn Overview
On your turn, you must follow this sequence:
1. Play a card from your hand onto your own personal stack, or play a special card into the shared discard pile.
2. Draw one card immediately after playing.
3. (Optional) Discard one card face down into the shared discard pile.a. You cannot discard if you have 7 cards because that will take you below the threshold.
Important: You must always have at least 7 cards and no more than 10 cards in your hand. If you have 8 cards and play a sequence of 4, 5, 6, 7, 8, you’ll be left with 3 cards. Since you must always draw after playing, you then draw 1 card, and because your hand is below 7, you keep drawing until you reach 7 cards.If instead you only play the 4, you would draw 1 card (as required every turn). Your hand would then stay at 8 cards, which is within the 7–10 card limit.
Playing the GameNumber Cards (1–9)
● Your goal is to build your own personal stack from 1–9 in order.
● If you have the next number in sequence, you must play it; you cannot hold on to it.
● You are not required to play multiple numbers in one turn, even if you can.
○ Example: If you have 1,2,3,4,5, you are only required to play the 1 or you can play 1,2,3
● If caught intentionally holding back (“sandbagging”), your win is invalid.
Chameleon Cards
● Wild cards that substitute for any number in your personal stack.
● You may play them immediately or hold them until needed.
Special Cards
All special cards are played face up into the shared discard pile.
● Skip
○ Skip the next player’s turn.
○ Only one Skip may be played at a time.
● -1, -2, -4
○ Target the player going next and force them to move back that many steps in their stack.
○ The cards you are forced to subtract are not returned to your hand or the discard pile. Instead, they are flipped over and placed face down underneath your personal stack, staying there for the rest of the game. They no longer count toward your sequence but remain part of your stack.
○ Counter play: If the target has their own -1/-2, they may play it immediately to cancel going down. The targeted player must play the same card of value back
○ A -1 can only defend a -1, and a -2 can only defend a -2.
■ Both players then draw one card.
■ Playing the counter counts as the defender’s turn.
○ There is no defending -4 card
● Exchange
○ Discard your entire hand into the shared discard pile.
○ Draw 7 new cards.
● Fish & Switch
○ Ask the next player for the card you need in your stack. You cannot ask for any other card but the one next in your stack.
■ If they have it, they must give it to you. Both players then draw one card.
■ If not, you draw one card instead.
○ After resolution, the direction of play reverses.
Special Card Combinations
● If you play a Chameleon card and an Exchange card together in a shared pile, you may swap hands with any player at the table.
● If you play all four animal cards together (Chameleon, Fish & Switch, Exchange, andSkip), you may swap your entire stack that has been laid down with another player.
● If you play the -1, -2, and -4 cards at the same time together, you may select a player to move back a total of 7 steps in their stack.
Discard Pile Rules
● Every player shares the same discard pile. Any card may be discarded face down into it. Players may draw the top card unless the discard pile is locked.
● The discard pile becomes locked when a Skip, Fish & Switch, -1, -2, or -4 card is on top. No one may draw from the discard pile until a new card is discarded face down.
Fair Play and Card Honesty
● During a Fish and Switch action, if another player asks you for the specific card they need and you have that card in your hand, you must give it to them. There is no option to refuse or hide it. Likewise, if you have the next number required for your own stack, you must play it on your turn.
Players are not allowed to hold back cards on purpose or mislead others about what they have.
● Cheating, beyond intentionally holding more than 10 cards, is strongly discouraged. Holding 11 or more cards is considered a strategic choice that can only work if other players do not notice, but it comes with risk. If a player is caught holding 11 or more cards, the “Wake Up” rule applies immediately.
Aside from this specific strategy, all other forms of cheating are not allowed and may result in an invalid win. Players are always encouraged to play honestly and keep the game fair and enjoyable for everyone.
“Wake Up!” Rule
● If you suspect another player is holding11 or more cards, shout “Wake Up!”
● The accused reveals their hand and must count off out loud how many cards they have:
○ If guilty:
■ The accuser discards random cards from their hand until the guilty player is down to 7.
■ The guilty player also goes back one number in their stack and loses their next turn.
○ If innocent:
■ The accuser loses their next turn.Winning the Game
● Each player builds their own stack from 1–9.
● The first to complete their full sequence wins the game of REM-O.