LEEKHA

How to play

Leekha is a trick game where you try not to collect points. Avoid the Blue +2, the Yellow 0 and the red cards — the first player to reach 101 loses.

The cards that hurt

  • Big Leekha13 points
  • Small Leekha10 points
  • Any red card1 point each

13 + 10 + 13 red = 36 points in a normal round.

Confirmed rules

The deck
52 cards in four colors (red, blue, yellow, green), 13 per color. UNO faces stand for traditional ranks: 2–9 as printed, 0 = 10, Reverse = Jack, +2 = Queen, Skip = King, 1 = Ace. No Wild cards.
Card ranking
2 < 3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 (0) < Jack (Reverse) < Queen (+2) < King (Skip) < Ace (1).
No UNO actions
Reverse does not reverse, Skip does not skip, +2 makes nobody draw. They are ranks only.
Dealing
Exactly four players. The deck is securely shuffled and each player receives 13 cards.
Penalty points
Big Leekha (Blue +2) = 13. Small Leekha (Yellow 0) = 10. Every red card = 1. A normal round totals 36 points.
The 37 rule
If one player captures both Blue +2 and Yellow 0 in the same trick, that player takes exactly 37 points, everyone else takes 0, and the round ends immediately. Remaining cards are discarded.
Passing cards
After the deal, before the first trick, every player chooses 3 cards and passes them to the player on their right. Everyone passes at the same time, so each player still holds 13 cards. The received cards are shown before play continues.
Passing may not empty a color
You may not give away the last of your cards in a color. Red and green can never be emptied. Yellow may only be emptied if every yellow card you give is the Yellow 0 or higher (0, Reverse, +2, Skip, 1); blue only if every blue card you give is the Blue +2 or higher (+2, Skip, 1). Cards you receive do not count.
Following the led color
The first card of a trick sets the led color. If you hold that color, you must play it.
Leekha under a higher card
When yellow is led and a yellow card higher than the 0 is already in the trick, a player holding Yellow 0 must play it. The same applies to Blue +2 when blue is led and a blue Skip or 1 is already in the trick.
When you cannot follow
If you have no card of the led color and you hold Blue +2 or Yellow 0, you must play one of them. Otherwise you may play any card.
Winning a trick
The highest card of the led color takes the trick and all its penalty cards. Other colors never win. The winner leads the next trick.
Leading
Any card may be led — there are no restrictions on leading Blue +2, Yellow 0 or red cards.
Throwing in your cards
On your turn you may throw in all remaining cards. Every penalty point still in play (all hands and the current trick) goes to you as normal points, and the round ends. Points others already took stay with them.
Starting later rounds
Round 2 onwards is started by the player to the right of whoever took the Blue +2 in the previous round.
Direction of play
Play passes to the right (counterclockwise): seat 1 → 4 → 3 → 2 → 1. The first player of the first round is chosen at random.
2 vs 2
The admin assigns two teams of two, and teammates always sit opposite each other. Every player keeps an individual score. If a player reaches 101, their team loses. If both teams reach 101 in the same round, the team with the higher score loses; if those scores are equal, the team with the higher combined score loses; if that is equal too, another round is played.
Free for All
Four individual players. Once someone reaches 101, the player with the highest score loses and the others are ranked from lowest score up. If two or more players are tied for the highest score, another round is played to decide the loser.
Losing before the round ends
If a player reaches 101 during a round and no opponent can still reach their score with the points left in play, the admin may end the match right away — that player has lost.

Reading the deck

On the cardPlays as
1Ace
SkipKing
+2Queen
ReverseJack
0Ten
9Nine
8Eight
7Seven
6Six
5Five
4Four
3Three
2Two

Highest first. Reverse, Skip and +2 are ranks only — they never change turns or make anyone draw.