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
- 54 Clan cards: values 1–9 in 6 colors (9 × 6 = 54)
- 9 Boundary Stone tokens
- Rulebook
- (Later editions only) An optional deck of Tactic cards for variant play
Setup
- Place the 9 Boundary Stones in a row between the two players.
- Shuffle the 54 Clan cards into a face-down draw deck and place it at one end of the row.
- Deal each player 6 cards as their starting hand.
- Choose a start player (any agreed method).
Turn Structure
On your turn, in order:
- Claim Stones (optional): Claim any Boundary Stone on your side that you can prove you have won (see Claiming a Stone).
- 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.
- Claim Stones (optional, again): You may claim any Stone newly completed or newly provable by the card you just played.
- 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
- Play exactly one Clan card to any Boundary Stone on your side.
- You may not add a card to a side that already holds 3 cards.
- You may not add a card to a Stone that has already been claimed.
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 opponent’s side is also complete (3 cards) and weaker than yours, OR
- The opponent’s side is incomplete, but you can prove no combination of still-available cards could let them build a formation that would beat yours on that Stone.
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.
- Color Run (Straight Flush) — 3 cards of consecutive values, all the same color (e.g., Blue 4-5-6).
- Three of a Kind — 3 cards of the same value (e.g., three 7s).
- Color (Flush) — 3 cards of the same color, non-consecutive values.
- Run (Straight) — 3 cards of consecutive values, any colors.
- Sum — any 3 cards; strength equals the total of their values.
Tie-Breaking
- If both sides form the same formation type, the one with the higher total card value wins.
- If totals also tie, whichever player placed their third card on that Stone first wins.
Scoring / Victory Conditions
A player wins immediately upon satisfying either condition:
- Claim 5 Boundary Stones anywhere along the line, OR
- Claim 3 adjacent Boundary Stones in a row.
The winning claim is checked at the moment a Stone is claimed.
Special Rules & Edge Cases
- Max 3 cards per side, per Stone. Attempting a 4th is illegal.
- No passing with cards in hand. You must play one card on your turn if you are able.
- Claim is announced. A completed formation does not auto-win the Stone; you must claim it (at the start of your turn, or right after playing/drawing).
- Hand proof exclusion. Cards in your own hand never serve as proof when claiming — opponents are assumed to have access to any card not yet played or claimed.
- Adjacent means contiguous. For the 3-in-a-row win, the three claimed Stones must be physically adjacent in the line of 9.
- Empty deck. If the deck runs out, turns continue but no drawing occurs. Players play until a win triggers or no legal play remains.
- Order of claims on a single turn. You may claim multiple Stones in one turn (at the two claim windows). Each claim is resolved immediately; a winning claim ends the game before further actions.
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:
- Joker / Leader — a wild Clan card where you choose its color and strength at the time of claiming. A player may only have one Joker in play at a time; if you draw a second while one is already in play, you must keep it in hand.
- Shield-Bearer — a wild Clan card of strength 1, 2, or 3 (you choose the color when claiming).
- Spy — a wild Clan card of strength 7 (you choose the color when claiming).
- Blind-Man’s Bluff — placed on a Stone: that Stone is scored by sum of strengths only, ignoring formation types.
Exact names, powers, and counts vary by edition; consult your copy’s rulebook for the full list and usage limits.
Player Reference
Turn order:
- Claim Stones you can prove.
- Play 1 card (max 3 per Stone side).
- Claim any newly provable Stones.
- Draw 1 card.
Formation hierarchy (high → low):
- Color Run (Straight Flush)
- Three of a Kind
- Color (Flush)
- Run (Straight)
- 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.