Shooting for Second · A card game with a twist

Don’t be
first.

Race to 10—but don’t get there first.
First to 10 doesn’t win. Second to 10 does.

2–4 playersUp to 6 with the Extension Pack
10–20 minutesFrom first card to second place
Ages 8+Second to 10 wins

Second is the sweet spot

Someone has to
get there first.

Play on your own stack or your opponents’ stacks. Nudge the race forward, hold yourself back, and aim for the finish that counts.

See how the cards work ↓
TRY THE FINISH01 / 02
LOCKEDOpponent stack at 9
Opponent · 9
YOU WINYour stack at 9
You · 9

Two stacks at 9. Let’s see who finishes where.

Finishing-order illustration, not a complete turn.

A few simple moves

Play the cards.
Read the race.

Number card 8Number card 10

Number cards

A number card sets a stack’s value. Normally, play exactly 1 or 2 higher on an available stack. On your turn, you can also lower your own stack by exactly 1.

8 → 10: a legal increase of 2.
Not 2 Wild action card+1

Not 2 Wild

Add 1 to a stack’s current value. You can play it on top of another Not 2 Wild, too.

A stack at 9 + Not 2 Wild = 10.
Number card 1010
LOCKED

Reaching 10

A stack at 10 locks. The first player there does not win—and still takes turns. When a second player reaches 10, that player wins.

First to finish? Keep playing on other stacks.

Base game · 4 decks · 2–4 players

Pick your deck. Find your second.

Four distinct backs. One race to the winning finish.

Bee deck back
Bee
Foam finger deck back
Foam finger
Fiddle deck back
Fiddle
Silver medal deck back
Silver medal
Roman deck back, separate Extension PackRibbon deck back, separate Extension Pack
Separate Extension Pack

Two more decks. A bigger race.

Add two additional decks for games with up to 6 players. Not included in the four-deck base game.

Action cards

Change the race.

Help, hinder, and change the pace. Select a card for a closer look.

Helping Hand

Choose another player to discard their hand and draw four new cards.

No Thank You

Cancel a card as it is being played onto your stack.

Not 2 Wild

Add 1 to an available stack.

Time Out

Block cards from being played onto a stack until your next turn.

Take Mine

Move the top card from your stack to another legal stack.

Take Two

Discard the top card from two different available stacks.

Short introductions only. See the rules folio for legal plays, reactions, and exceptions.

Ways to play

One twist. Three ways to play.

Start here

Classic Game

Second to 10 wins. The standard, quickest way to play—and the best place to start.

Keep the score

Tournament

A multi-round race to 30 points, with one final twist: the second-highest total wins.

Scoring & winning

Each round ends when the second player reaches 10.

  • First to 10: 0 points
  • Second to 10: 10 points
  • Everyone else: their stack value at that moment

Keep a running total. When any player reaches 30+ points, finish that round. Second-highest total wins. If players tie for second, the highest-scoring player chooses the winner from those tied.

Pair up

Teams

The team that owns the second stack to reach 10 wins.

Team setup & play

Use an even number of players, in teams of two. Teammates sit opposite each other. Each player keeps their own deck, hand, stack, and discard pile. All normal card and stack rules apply.

The first stack to reach 10 does not decide the game. Continue until a second stack reaches 10; its team wins.

Your next move

Pull up a seat.

Open the digital game, choose Play, then Rules to view How to Play. You can also read or download the rules folio below.

Physical edition

Made for
the table.

144 cards · 4 unique base-game decks · Rules folio

For 2–4 players, ages 8+, in 10–20 minutes. Play with up to 6 using the Extension Pack.

Availability information coming soon
Silver medal deck backFoam finger deck back

Card detail