South African Fishing Games

Khasino

A traditional South African 2-player card game. Play one card each turn to capture matching units, create or strengthen Builds, peel exposed cards from the opponent's capture pile, or drift a card onto the table.

Khasino landscape gameplay screenshot
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Control the table. Capture the points.

Khasino uses a 40-card deck containing A to 10 in all four suits. Aces count as 1. Players collect cards through Captures and Builds, then score the captured cards at the end of the game.

40-Card GameUse A to 10 in all four suits. Aces count as 1.
Capture by ValueCapture single cards, combinations and Builds that match the value of the card you play.
Create BuildsCombine cards into a declared value while keeping a matching card in your hand.

Khasino Screenshots

Landscape screenshots are used because the game is designed for horizontal mobile gameplay.

Khasino gameplay screenshot 1
Khasino gameplay screenshot 2
Khasino gameplay screenshot 3

How to Play

The main rules for a 1V1 game of Khasino.

1Cards & Deal

Two players use a 40-card deck containing A, 2, 3, 4, 5, 6, 7, 8, 9 and 10 in all four suits.

  • Aces count as 1. All other cards use their printed value.
  • Each player receives 10 cards. No cards begin face up on the table.
  • After both players use their first 10 cards, each receives the remaining 10 cards.
  • A Build value can never be higher than 10.

2Your Turn

On each turn, play one card from your hand and use it to perform one legal action.

  • Capture
  • Create Build
  • Add to Build
  • Augment Build
  • Change Build
  • Drift

3Capture

The value of the card played from your hand is the Capture value. You may take one or more separate units whose value equals that card.

  • A loose table card may be captured when it has the same value.
  • A group of loose cards may be captured when their total equals the played card.
  • Several separate matching units may be captured in the same action.
  • A Build may be captured when its declared Build value equals the played card.
  • Each selected card can be used in only one captured unit.

Example: Play an 8 to capture a loose 8 and a separate 5 + 3 unit in the same turn.

All captured cards and the played hand card are placed into your face-up capture pile.

4Opponent Capture Pile

Only the top card of the opponent's face-up capture pile is exposed.

  • The exposed card may be used only when it can legally take part in the current Capture or Build action.
  • It cannot be selected directly from below the top card.
  • After the exposed card is used, the next card becomes exposed and may also be used if it legally continues the same action.

5Create Build

A Build combines two or more cards into one or more units with the same declared value.

  • One card from your hand must be used as part of the Build action.
  • After creating the Build, you must still hold another hand card matching the declared Build value.
  • The new Build belongs to the player who created it.
  • A player may normally own only one active Build.

Example: With a 4 on the table, play a 2 while keeping a 6 in your hand to create Build 6.

6Add to Build

Play a hand card whose value is exactly equal to an existing Build value and add it as another complete unit.

  • The Build value stays the same.
  • The Build owner stays the same.

Example: Add a 9 directly to Build 9.

7Augment Build

Strengthen your Build by adding a legal card group whose total equals the current Build value.

  • The added cards form another complete unit inside the Build.
  • The Build value and owner do not change.
  • Loose table cards, the hand card played for the turn and legally exposed opponent-pile cards may be combined.

Example: Add 3 + 6 as another unit in Build 9.

8Change Build

You may take control of an opponent's Build by adding legal cards and changing it to a new declared value.

  • Change Build can be used only on an opponent's Build.
  • You must still hold another hand card matching the new Build value.
  • The new value cannot be higher than 10.
  • Ownership transfers to the player who changed the Build.

Example: Add a 2 to an opponent's Build 6 while keeping an 8 in your hand. It becomes your Build 8.

9Drift & End of Game

A Drift places one hand card face up on the table without capturing or building. It becomes a loose table card that may be used in a later action.

After all cards from the second deal have been played, the player who made the last successful Capture takes all cards and Builds still remaining on the table.

Scoring

After the game, points are counted from each player's captured cards.

Scoring ItemPoints
Most Captured Cards2 points
Most Captured Spades2 points
10 of Diamonds2 points
2 of Spades1 point
Each Ace1 point

Download Durban League App

One app gives players access to Durban League Thunee, Khasino and future games. Download the app once, then choose your game inside.

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