created by Steven Long

Players: 2-4

Players try to score points by collecting cards in three areas. However, if a player has the most cards in a color he doesn’t score anything in that color. The Wild cards always give points regardless of how many cards a player collected.


Shuffle the deck then deal 3 cards face up in a line in the middle of the playing table.
Each players is then dealt 4 cards from the deck. Place the rest of the deck face-down, this is called the “draw deck”.


The player closer to the age of 7 goes first. If there is a tie, the person with the closest number of letters in their name to 7 goes first. If there is a tie again, wow. Please choose your favorite random way to go first.

Each player, in a clockwise fashion, will get a turn to play and draw cards.

During your turn (in this order):

1. PLAY a card from your hand onto one of the areas in the middle of the table.

2. USE that card’s power (if possible: see Suit Powers).

3. IF THE TOTAL VALUE of the cards in that area is now greater than 7, you must take all of those cards in that area and place them face down in front of you. This is your SCORE PILE. For the rest of the game you may look at this pile in front of you, but no one else can.

IF when you go to play your card, there is an empty area (the previous player had collected all the cards from an area on their turn), you MUST play your card there starting a new area. You cannot use your cards power when played this way.

IF you have no cards in hand to play, you must pass.


After playing your card(s), whether you collect or not, you draw cards to bring your hand back up to 4.  Plays continues to your left.


When the drawing deck is exhausted, a round will continue with players no longer drawing cards. The round ends when players play all the cards in their hands. All remaining cards in areas are discarded.


Players count the score in their SCORE PILE. Each card is worth 1 point. A player who have most cards in a color scores nothing for any card of that color. The Wild cards always score points, even if a player has the most Wild cards. In case of a tie for the number of cards in a color, the tied players total the card values of their cards in that color and the player with the lowest sum scores nothing for that color.


Play as many rounds as their are players. The player to the left of the last starting player starts the next round. The player with the most points after all rounds is the winner.

Each of the 5 suits of the Zont deck has a special power. Use these when you play a card on an area pile.

ART (+) : Play another card from your hand to the area that you have just played in this turn. You cannot use this new cards power.

CHANGE (-) : Remove a card from the area that you have just played in this turn and place it in another area. The removed card can’t cause the new area to total above 7, otherwise it cannot be played there.

FAVORS (four dots) : Starting with the player on the left, other players must play a card in the area that you have just played in this turn. The powers of the cards played in this way cannot be used. The effect lasts until the area is scored (someone takes the cards in the area) or when it comes back to you. After the effect is over finish your turn as normal.

GREAT ZONT (single dot) : Negate the effect of any cards played on it. (If you play an Art card on it, you can’t play additional card. If you play a Change card on it, you can’t remove any card in the area. If you play a Favors card on it, you can’t active Favors’s effect.) It does not cancel the effect of another Great Zont card. But this effect disappears when a card is played on the Great Zont card.

GIGLETS (infinity) : You may choose to play any of the other suits powers.

You always MUST activate card’s ability except these special cases:

  • When a card is played on an empty area (it’s the first card in the area), it have no ability.
  • When a card make total of a area above 7, it have no ability. You immediately collect cards in that area.
  • When a card is played because effect of Art cards, it have no ability.
  • When a card is played because effect of Favors cards, it have no ability.
  • When a card is played on Great Zone cards, it have no ability.
  • A Change card can’t be active its effect because it will make other areas total point is above 7.


Example of scoring:
Player A: (1,1,1,1,2,3,3,3) yellow + (1,2,2,3,3) red + (1,2,2,2) blue + (4) wild = 0 + 5 + 4 + 1 = 10. Player B: (1,2) yellow + (1,1,2,3,3) red + (1,3) blue + (0,0,0,4) wild = 2 + 0 + 2 + 4 = 8.
Player C: (2,2,3,3) yellow + (1,1,2) red + (1,1,2,2,3,3,3) blue + (0,0,4,4,4) wild = 4 + 3 + 0 +5 = 12.

Because A has the most yellow cards he scores nothing in yellow. A and B have most cards in red, but A has the total value in red cards higher than B, so B scores nothing in red. C has the most cards in blue, C scores nothing in blue. Although C has the most Wild cards, he still score points.

Zeven Examples of Play

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