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CARD GAME SCOREKEEPER

SKYJO

Track SKYJO’s low-score race to 100. Apply the ender’s positive-score doubling rule manually before entering the round.

Classic 100-point game · manual ender adjustment · Lowest total wins

Start scoring SKYJO
Illustrative SKYJO scorecard interface preview with blank score fields and fictional sample seats
Illustrative scorecard preview · blank scores and sample seats, no saved player data.

How to score SKYJO

  1. Play a round and total each player’s remaining column cards after removing matched columns.
  2. If the ender is not uniquely lowest, double only that ender’s positive round score. Do not double zero or negative scores.
  3. Enter adjusted round values for every player.
  4. After a player reaches 100, the lowest cumulative score wins.

What this scorekeeper records

The scorekeeper adds the hand values you enter; enter already adjusted round scores. The scorekeeper does not detect who ended the round or calculate card columns.

Enter already adjusted round scores. The scorekeeper does not detect who ended the round or calculate card columns.

Game end: play to 100 points. Lowest total wins.

Scoring example

If the round ender scores 8 and another player has 8, the ender is not uniquely lowest: enter 16 for the ender and 8 for the other player.

Variant notes

  • Enter each player’s round total after column removals. The round-ending player’s positive score doubles unless that player is uniquely lowest; zero and negative scores do not double.
  • The game ends when a player’s cumulative total reaches 100 or more after the round; lowest cumulative total wins.
  • The app does not identify the ender or apply the doubling rule. Calculate the adjusted value first, then enter it.

Use each linked source for its named variant. House rules and editions can differ.

SKYJO rulebook reference — Skyjo.co.uk ↗

Public guide only. Score rooms, room codes, and player names are private and are not included on game pages or in the sitemap.