How to play Kronions
A standard trick-taking hand with one small catastrophic twist. You can learn the whole thing in under five minutes.
Overview
Kronions is a trick-taking card game for 2 to 6 players. A game is a series of rounds — round 1 everyone gets 1 card, round 2 everyone gets 2, and so on up to a cap set by the player count. Each round you bid how many tricks you'll win, then try to hit that number exactly. Too many or too few — zero points.
The deck has 52 standard cards (four suits, ranks 1–13) plus 6 paradox cards. The suits are: Chrono ⏳, Nova ✦, Void ◈, and Flux ⚡. Ranks run 1 (lowest) to 13 (highest).
Setup
Deal each player the same number of cards. Flip one more card face-up to set the trump suit for the round (on the last round nothing is flipped — that round has no trump). The player to the dealer's left bids first; the dealer leads the first trick.
Bidding
Each player bids a whole number from 0 to the hand size. Bids are binding. There's one catch: the dealer's bid cannot make the sum of everybody's bids equal to the hand size. Someone has to be wrong — bids are always over or under.
Four-card round, three players bid 1 + 1 + 1 = 3. The dealer cannot bid 1. Pick 0, 2, 3, or 4.
Playing tricks
The trick leader plays first. The others play in order. If you have a card of the led suit, you must play one. Otherwise play anything — trump, off-suit, paradox.
The winner of the trick is determined in this order:
- If any paradox Future was played, the first Future played wins.
- If any trump was played, the highest trump wins.
- Otherwise, the highest card of the led suit wins.
- Paradox Past counts as the lowest card — it never wins.
The trick winner leads the next trick.
Paradox cards
There are six paradox cards in the deck. They don't belong to a suit and they don't have a rank — until you play one. When you do, you declare it as Future or Past:
- 🔮 Future — an unbeatable super-trump. If multiple Futures are played in one trick, the first one wins.
- 🕳️ Past — the lowest card. Loses to any other card. Good for dumping a trick you don't want.
Paradox cards never have to follow suit, and they don't establish the led suit if led. They're the game's pressure valve — and its weapon.
Scoring
At the end of each round, each player scores based on whether they hit their bid exactly:
- Tricks won = bid:
10 + bidpoints. - Otherwise: 0 points. No partial credit.
Bidding 0 and making it is worth 10. Bidding 5 and making it is worth 15. Missing a 5-bid by a single trick is still 0. It's savage.
When the last round wraps, the highest total wins. Ties go to whoever bid 0 the most times, because 0 bids are underrated.
Think you've got this?
Grab a friend group and put the theory to the test.