Rules

Be the last player standing. If your HP hits 0, you’re out.

Be the last player standing.

If your HP hits 0, you’re out.

ASK THE AI

ASK THE AI

One-Outs Rulemaster

One-Outs Rulemaster

Official rules assistant for the card game One-Outs.

Ask any rules question during play and get a quick ruling.

Official rules assistant for the card game One-Outs.

Ask any rules question during play and get a quick ruling.

Setup

  • Players: 3+

  • Starting HP: Choose a starting HP for everyone. A good default is 7 HP.

  • Starting hand: Deal 4 cards to each player.

  • Draw Pile: Shuffle and place it in the middle.

  • Turn order: The player to the left of the dealer goes first. Play goes clockwise.

  • Sudden death mode: When only 2 players remain, hand size drops to 3 cards.

On your turn

Choose 1 action:

Attack

Play 1 Attack card against a chosen victim. You may add a Buff to that attack if allowed.

Swap

Swap one, some, or all cards from your hand with the top of the draw pile for any reason. You only get one swap action on your turn.

Play a Utility card

Play 1 Utility card such as:

Pass

Do nothing and end your turn.

if your’e attacked

You must either:

  • Play a defense card (Dodge, Block, Interrupt) or

  • Take the damage

Down Trow interrupts the current play immediately

When attacked

Dodges

Dodges avoid an attack with no contact.

  • Dodge

  • Sidestep

  • Slippery Gypsy

  • Slo-mo Dodge

Blocks

Defending with a block usually creates contact.

After contact, a Grab may be played.

The defender gets the first chance to Grab. If they do not, the attacker may.

Interrupt

Down Trow may be played anytime to interrupt the current play.

End of a play

After the full play resolves, each player who played one or more cards during that play draws back up to their hand limit.

That means

  • 4 cards while 3 or more players remain

  • 3 cards when only 2 players remain

Quick reminders

  • Normally, you play one action on your turn.

  • A Buff + Attack counts as one play.

  • Eggs and Nark attacks cannot be buffed.

  • Slow-mo Dodge avoids all incoming attacks from the current play.

  • Skateboard can attack or defend and has 2 total uses.

  • You may play Haka or Steroids on their own just to look badass, but they do not buff a later play and have no carry-over effect.

Core rulings

One action on your turn

On your turn, you normally take one action:

  • one Attack

  • one Swap action

  • one Utility action

  • or Pass

A Buff may be added to an attack where allowed.

Drawing back up

After the full play resolves, each player who played one or more cards during that play draws back up to their hand limit.

  • 4 cards while 3 or more players remain

  • 3 cards when only 2 players remain

Contact

Contact mainly comes from: Fend or Skateboard used as a defense

Swap rule

Swap is one action on your turn.

  • You may swap one, some, or all cards from your hand.

  • You cannot keep re-swapping on the same turn.

Example plays

Skateboard steal

  • Max has already used Skateboard once and is holding it visibly flipped in his hand.

  • Nova targets that Skateboard with Grab on her turn.

  • Max fails to defend the Grab with another defense card.

  • Nova takes the Skateboard as a fresh 2-use card and Max also takes -1 HP from the successful Grab.

Fend into Grab

  • Charlie attacks Dave with Crane Kick.

  • Dave plays Fend.

  • Contact is made.

  • Dave plays Grab.

  • Charlie cannot defend the Grab.

  • Dave follows with Noogie.

Special card rulings

Grab + Skateboard interactions

1. Grab on your turn

  • Play Grab as an attack on your turn.

  • If defended, nothing happens.

  • If successful, it deals -1 HP.

  • After a successful Grab, you may immediately play Noogie or Bite.

  • That follow-up may be defended normally.

2. Grab after contact

  • Fend or Skateboard used as defense creates contact.

  • After contact, the defender gets first chance to play Grab.

  • If they do not, the attacker may play Grab.

3. Stealing a Skateboard

  • If a player uses Skateboard to defend, or is holding a visibly used flipped Skateboard, another player may target it with Grab.

  • The holder must defend with another defense card or lose the Skateboard.

  • The same Skateboard being grabbed cannot defend itself.

  • If the Grab succeeds, the attacker takes the Skateboard and deals -1 HP.

4. If stolen

  • The Skateboard transfers to the new player.

  • It becomes a fresh 2-use Skateboard.

  • The previous owner is down a card until draw-up.

Nark

Nark is a group attack modifier.

How it works:

  • A player plays Nark on a victim.

  • The player who played Nark must follow it with one Attack card.

  • Going around the circle, each other player must play one Attack card against the narked victim if able to.

  • The victim must defend each incoming attack or take that damage.

Important:

  • Nark attacks cannot be buffed.

  • 4 Eggs may be used during Nark, but each egg still counts as its own -1 HP attack.

  • A defense that stops only one incoming attack only stops one of those attacks.

  • Slow-mo Dodge can avoid all incoming attacks from the narked play.

Down Trow

Down Trow is an interrupt and a show-stopper.

Rules

  • It may be played at any time.

  • It immediately stops the current play in progress.

  • Choose a victim and blind-draw one Attack card from their hand.

  • If you play Down Trow on your turn, that is your one action.

  • Down Trow does not combo into another attack.

Hacky Sack

Hacky Sack is an Attack card that creates a pass-around attack chain.

How it works:

  • A player starts Hacky Sack.

  • Going around the circle, each player must play one Attack card to keep Hacky Sack going if able to.

  • The first player who cannot continue takes -1 HP, then the play ends.

Important:

  • If you have an Attack card, you must play one.

  • You cannot choose to take the hit instead just to save your Attack card.

  • Hacky Sack may be used during Nark because it is still an Attack card.

4 Eggs

4 Eggs creates four separate -1 HP attacks.

Rules

  • All 4 eggs may be thrown at one player, or split among multiple players.

  • Each egg is treated as its own -1 HP attack.

  • A defense that stops one attack only stops one egg, unless the defense says it stops all incoming attacks.

  • 4 Eggs cannot be buffed.

Card reference

Attacks

4 Eggs

Four separate -1 HP attacks. May be split between players or focused on one player. Fend or Skateboard stops only 1 egg and does not create contact. Cannot be buffed.

4 Eggs

Four separate -1 HP attacks. May be split between players or focused on one player. Fend or Skateboard stops only 1 egg and does not create contact. Cannot be buffed.

Bite

-1 HP. Must follow a successful Grab. Can be blocked, evaded, or countered.arate -1 HP attacks. May be split between players or focused on one player. Fend or Skateboard stops only 1 egg and does not create contact. Cannot be buffed.

Bite

-1 HP. Must follow a successful Grab. Can be blocked, evaded, or countered.arate -1 HP attacks. May be split between players or focused on one player. Fend or Skateboard stops only 1 egg and does not create contact. Cannot be buffed.

Crane Kick

-2 HP. Can be blocked, evaded, or countered.

Crane Kick

-2 HP. Can be blocked, evaded, or countered.

Hacky Sack

-1 HP. Group attack chain. See Hotspot rulings.

Hacky Sack

-1 HP. Group attack chain. See Hotspot rulings.

Haymaker

-4 HP. If dodged, it passes to the next player in the circle and loses 1 damage each time it is dodged.

Haymaker

-4 HP. If dodged, it passes to the next player in the circle and loses 1 damage each time it is dodged.

Hopoate

-3 HP. Can be blocked, evaded, or countered.

Hopoate

-3 HP. Can be blocked, evaded, or countered.

Jab

-2 HP. Can be blocked, evaded, or countered.

Jab

-2 HP. Can be blocked, evaded, or countered.

King Hit

-6 HP. Can be blocked, evaded, or countered.

King Hit

-6 HP. Can be blocked, evaded, or countered.

Lunch Box

-2 HP. Can be blocked or evaded.

Lunch Box

-2 HP. Can be blocked or evaded.

Nark

Group attack modifier. Must be followed by one attack from the player who played it. See Hotspot rulings.

Nark

Group attack modifier. Must be followed by one attack from the player who played it. See Hotspot rulings.

Nipple Gripple

-1 HP. Can be blocked, evaded, or countered.

Nipple Gripple

-1 HP. Can be blocked, evaded, or countered.

Noogie

-1 HP. Must follow a successful Grab. Can be blocked, evaded, or countered.

Noogie

-1 HP. Must follow a successful Grab. Can be blocked, evaded, or countered.

Sack Tap

-2 HP. Can be blocked, evaded, or countered.

Sack Tap

-2 HP. Can be blocked, evaded, or countered.

Skateboard

-3 HP when used as an attack. Also functions as a defense card. Has 2 total uses. See Grab + Skateboard interactions.

Skateboard

-3 HP when used as an attack. Also functions as a defense card. Has 2 total uses. See Grab + Skateboard interactions.

Tail Whip

-4 HP. Can be blocked or evaded.

Tail Whip

-4 HP. Can be blocked or evaded.

Defenses

Dodge

Avoids one incoming attack. No contact.

Dodge

Avoids one incoming attack. No contact.

Fend

Stops one incoming attack and normally creates contact. Against 4 Eggs, it stops only 1 egg and creates no contact.

Fend

Stops one incoming attack and normally creates contact. Against 4 Eggs, it stops only 1 egg and creates no contact.

Sidestep

Avoids one incoming attack. No contact.

Sidestep

Avoids one incoming attack. No contact.

Slippery Gypsy

Avoids one incoming attack. No contact.

Slippery Gypsy

Avoids one incoming attack. No contact.

Slow-mo Dodge

Avoids all incoming attacks from the current play. No contact.

Slow-mo Dodge

Avoids all incoming attacks from the current play. No contact.

Skateboard

Can be used as a defense. It normally creates contact when used this way, but not against 4 Eggs. Has 2 total uses across attack and defense. See Grab + Skateboard interactions.

Skateboard

Can be used as a defense. It normally creates contact when used this way, but not against 4 Eggs. Has 2 total uses across attack and defense. See Grab + Skateboard interactions.

Utility

2min Noodles

Heal +3 HP on your turn.

2min Noodles

Heal +3 HP on your turn.

Down Trow

Interrupt at any time. Stop the current play and steal one random Attack card from a chosen player.

Down Trow

Interrupt at any time. Stop the current play and steal one random Attack card from a chosen player.

Grab

Can be played on your turn as a -1 HP attack, or after contact. May be followed by Noogie or Bite. See Grab + Skateboard interactions.

Grab

Can be played on your turn as a -1 HP attack, or after contact. May be followed by Noogie or Bite. See Grab + Skateboard interactions.

Buffs

Haka

Play before an allowed attack to add +2 HP damage.

Haka

Play before an allowed attack to add +2 HP damage.

Steroids

Play before an allowed attack to add +1 HP damage.

Steroids

Play before an allowed attack to add +1 HP damage.

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