Schotten Totten

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Schotten Totten (1999) is a two-player bluffing and hand-management card game. Rival Scottish clans skirmish over 9 Boundary Stones laid in a row between their territories. Players take turns playing numbered Clan cards onto either side of each Stone, building three-card “formations” (poker-hand-like combinations). A Stone is claimed by the player whose side proves to have the stronger formation. The first player to claim 5 Stones total, or 3 adjacent Stones, wins immediately.

Components

Setup

  1. Place the 9 Boundary Stones in a row between the two players.
  2. Shuffle the 54 Clan cards into a face-down draw deck and place it at one end of the row.
  3. Deal each player 6 cards as their starting hand.
  4. Choose a start player (any agreed method).

Turn Structure

On your turn, in order:

  1. Claim Stones (optional): Claim any Boundary Stone on your side that you can prove you have won (see Claiming a Stone).
  2. Play one card: Place exactly one Clan card from your hand face-up next to any unclaimed Boundary Stone, on your side. Each side of a Stone can hold at most 3 cards.
  3. Claim Stones (optional, again): You may claim any Stone newly completed or newly provable by the card you just played.
  4. Draw one card from the draw deck to refill your hand toward 6.

If the draw deck runs out, play continues without drawing until the game ends.

Actions

Playing a Card

Claiming a Stone

To claim a Boundary Stone, you must have 3 cards on your side of it, AND your formation must beat the opponent’s in one of these ways:

The proof relies only on cards visible on the table. You may NOT use the cards in your own hand as proof — they count as “still available” from the opponent’s perspective. Cards already played on other Stones (by either player) count as unavailable.

Once claimed, place the Stone on your side. Its cards remain where they are; no further play occurs on that Stone.

Formations (strongest to weakest)

  1. Color Run (Straight Flush) — 3 cards of consecutive values, all the same color (e.g., Blue 4-5-6).
  2. Three of a Kind — 3 cards of the same value (e.g., three 7s).
  3. Color (Flush) — 3 cards of the same color, non-consecutive values.
  4. Run (Straight) — 3 cards of consecutive values, any colors.
  5. Sum — any 3 cards; strength equals the total of their values.

Tie-Breaking

Scoring / Victory Conditions

A player wins immediately upon satisfying either condition:

The winning claim is checked at the moment a Stone is claimed.

Special Rules & Edge Cases

Tactic Card Variant (optional)

Later editions include a separate deck of Tactic cards that can be shuffled in as an optional variant. On your turn, instead of drawing a Clan card, you may draw a Tactic card. Some commonly cited Tactic cards include:

Exact names, powers, and counts vary by edition; consult your copy’s rulebook for the full list and usage limits.

Player Reference

Turn order:

  1. Claim Stones you can prove.
  2. Play 1 card (max 3 per Stone side).
  3. Claim any newly provable Stones.
  4. Draw 1 card.

Formation hierarchy (high → low):

  1. Color Run (Straight Flush)
  2. Three of a Kind
  3. Color (Flush)
  4. Run (Straight)
  5. Sum

Tie-break: Higher total → first to complete.

Victory: 5 Stones total OR 3 adjacent Stones.

Deck: 54 cards = 6 colors × values 1–9. Starting hand: 6.