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ZHAIMER
Complete rules, scoring and beginner guidance
العربية

OFFICIAL GAME GUIDE

How to Play Zhaimer

Zhaimer is a strategic memory card game where the best hand is the one with the lowest score. Remember your hidden cards, use special abilities carefully, and decide when to end the round.

1. Game Setup

  1. Each player receives four cards placed face down.
  2. At the start of the round, each player may view two of their own cards for four seconds.
  3. The viewed cards are placed face down again. Players must remember their values and positions.
  4. The remaining deck becomes the draw pile, and one card starts the discard pile.
  5. Players take turns drawing, replacing, discarding or using special abilities.
Memory tip: remember each card by position, such as “top-left is 3,” rather than trying to remember an unordered list.

2. Objective

Finish each round with the lowest total card value. Across a complete match, round scores are added together. A player who reaches 100 points is eliminated, so consistent low scoring matters more than winning only one round.

3. Card Values

CardValue or Effect
Ace1 point
2–9Face value
10♥ and 10♦0 points
10♠ and 10♣10 points
Jack10 points; activates a swap ability when used
Queen10 points; activates one reveal ability when used
King10 points; activates a draw-two ability when used

4. Special Cards

K

King — Draw Two

Draw two cards and use the extra choice to improve your hidden hand.

Q

Queen — Reveal

Look at one hidden card once. Use the information before replacing or declaring.

J

Jack — Swap

Swap cards strategically to remove a suspected high card or disrupt an opponent. If a Jack is used against you, you'll be told which card position changed — never the card's rank, suit or value.

5. Matching and Burning

Two identical numbers may be discarded when a matching attempt is allowed. A successful match reduces the number of cards in play.

5 + 5Can be burned
10♥ + 10♦Can be burned
10♠ + 10♣Can be burned
10♥ + 10♠Cannot be burned

Rule: for Ace–9, same number burns regardless of suit or color. For 10, the color group must match — red 10s (♥♦) burn each other, black 10s (♠♣) burn each other, but red can never burn black.

If the attempted cards do not match, they are returned and the player draws two penalty cards. Avoid guessing unless you have a strong memory of both positions.

6. ⚡ Ultimate ZHAIMER — The Z Card

Ultimate ZHAIMER is a separate game mode you can pick before you start (Play vs AI → Game Mode). It uses every Classic ZHAIMER rule above, plus one extra card: Z. There is only ONE Z in the entire deck, it's worth 5 points, and it looks like every other card while face-down — its front design only shows once you draw or reveal it. Z never appears in Classic ZHAIMER.

Copy an Action

Draw Z directly from the face-down Deck and choose ONE ability to copy: J (Swap), Q (Reveal), or K (Draw Two) — or skip and just keep Z as-is.

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Normal Z Defense

If another player's Jack targets you and you're holding Z, you may sacrifice it to cancel the swap completely. Z moves face-up to the center and you immediately receive one unknown replacement card so your hand stays at 4 — you never see what it is.

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Protect Your Score

Finish the round still holding Z and you may cancel the value of ONE other card in your final hand. Z always still counts as 5 points itself and can't cancel its own value.
Example: K + 9 + A + Z = 10+9+1+5 = 25 normally. Cancel K → 9+1+5 = 15.

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ZHAIMER Combo

Finish the round holding J + Q + K + Z all at once. That round's points are NOT added — instead your cumulative score from before the round is cut in half (e.g. 70 → 35). The rarest and most powerful result in the game.
The Combo can still be broken: you must actually be holding all four cards at final scoring. If any of them is swapped, burned, or discarded before then, the Combo fails and your final hand is scored normally instead.

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Final Z Defense

After you declare Finish, if you still hold Z it can block the first incoming Jack swap during the remaining final turns for free — Z stays in your hand, no replacement is drawn. It only works once; a second swap goes through normally.

Z in the center: once Z is used to block a swap, it sits face-up on the table. The next player to take their turn chooses to Take Z (counts as their normal draw, but does not trigger the Copy ability) or draw normally and leave it for later.

7. Ending the Round

When a player believes they have the lowest total, they may declare that they are finished. The round does not end immediately. Every other player receives one final turn until play returns to the declarer. Then all cards are revealed and scored.

Timing matters: declaring early can protect a strong hand, but opponents still receive one final chance to improve.

8. Scoring Examples

Example A

10♥ + 10♦ + 3 + 7

Total: 10 points

The two red tens are worth zero.

Example B

K + 9 + 10♥ + 5

Total: 24 points

King counts as 10 when it remains in the final hand.

Example C

A + 2 + 4

Total: 7 points

A burned card can leave fewer cards to score.

9. Beginner Strategy

  • Replace known high cards before gambling on forgotten positions.
  • Use the Queen when the information will affect your next move.
  • Attempt matching only when you reasonably remember both cards.
  • Watch opponents’ swaps and reactions for clues.
  • Estimate your total before declaring the end of the round.

10. Frequently Asked Questions

Is Zhaimer free to play?

Yes. The current browser version is free. Support through PayPal is optional.

Can I play on a phone?

Yes. Use a modern version of Chrome, Edge, Safari or Firefox for the best experience.

Do I need an account?

No account is required for the current browser experience.

Is online multiplayer available?

Play With Friends is available — create a private room, share the room code, and play together online. Quick Match (random matchmaking) is not available yet and is still under development.

What happens at 100 points?

A player who reaches 100 accumulated points is eliminated from the match.