How it plays
Each turn, play one card to an expedition on your side or discard it, then draw a replacement from the deck or an available discard pile. Expedition cards must increase in value. Playing a high number early therefore closes off the smaller cards you might draw later.
Every expedition you start costs twenty points before its card values are counted. Wagers placed before the numbered cards multiply its eventual gain or loss. A round ends when the draw pile runs out; compare combined scores after three rounds.
Decisions you’ll make
Holding low cards preserves a long sequence, but uses space in your eight-card hand. Decide whether an expedition is promising enough to start before the needed cards are certain.
A discard can solve your own hand problem and hand your opponent exactly what they need. Taking a known discard is safer than drawing blind, but does not bring the draw pile closer to ending the round.
Learning the game
Light: play then draw, with ascending order and expedition costs doing most of the work.