Card game · iPhone & iPad

Slide out first.
Win by the lowest score.

A twelve-round melding game. The wild climbs from 3 to Ace, the deal grows every round, and the moment someone lays down a perfect hand, everyone else gets one last turn to cut their losses.

Download on the App Store Coming soon · iPhone & iPad
How it plays

A rummy you race to escape.

Form sets and runs, get rid of every card, and slide out before the table does. Five things make Slide its own game.

A new wild, every round

Threes are wild in round one, fours in round two, all the way up to Aces in round twelve — and jokers are always wild. The deal grows from three cards to fourteen, and the final rounds score double and triple, so the endgame bites.

The climbing wildscreens/wilds.png
Slide — the wild rank changes each round

Slide to go out

Meld your whole hand into sets and runs, drop a single card, and slide. The first slide ends the round for everyone — but only after each player gets one final turn.

Slide — go outscreens/slide.png
Slide — going out of the round

Lay down. Cut your losses

Didn't slide in time? Once someone's out, lay down every set and run you're holding so only your leftover cards count against you. Lowest total wins, so every card you shed matters.

Lay down meldsscreens/lay-down.png
Slide — laying down melds to reduce your score

Draw from anyone

Take the top of the stock, or pull the exposed card off any opponent's discard pile — even one who's already slid out. Every pile on the table is in play.

Draw from any pilescreens/draw.png
Slide — drawing from a discard pile

Every game, on the record

Running totals, round-by-round results, and a history of your recent games. The leaderboard re-sorts each round, lowest on top, so you can watch yourself climb.

Scores & historyscreens/scores.png
Slide — running scores and game history
A turn, start to finish

Draw, build, slide.

01 — DRAW

Take a card

Off the stock, or the top of any player's discard pile. Drag it straight into your hand.

02 — BUILD

Arrange your hand

Drag cards left and right to group sets and runs. Wilds fill the gaps you can't.

03 — SLIDE

Discard, or go out

Toss a card to end your turn — or, if your hand is complete, slide out and score a clean zero.

Ready to slide?

Twelve rounds. One climbing wild. The lowest score takes it.