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Keep It 100

Keep It 100 Rulebook

Table of Contents

Table of Contents

  • Introduction
  • In the Box
  • Ways to Play
  • Quick Overview
  • Keep It Original: Basic Rules
    • Setup
    • Gameplay
    • Predicting
    • Scoring
    • Winning the Game
    • Tiebreaker
  • Keep It Exciting: Over 100
    • Betting
  • The Keep It 100 Challenge (Cooperative Rules)
    • Challenge Setup
    • Attempting the Challenge
  • A Note on Survey Methodology

Introduction

On your turn, you'll be the Slider, guessing where your question card should slide into the ever-growing line of questions and answers. Will the hidden numbers on your cards be higher or lower than the numbers already in front of you?

The fun is not limited to just one person. Each round, all the other players also predict whether or not the Slider's guesses are correct. Once all the cards are played, tally up your points to see who has really kept it 100 (or even more)!

In the Box

  • Starter cards (7)
  • Player cards (8)
  • Question cards (362) - don't look at the backs until it's time to play!
  • Point cards (55) - double-sided (10/20 and 50/100)

Ways to Play

  • Keep It Original! (Basic Rules): The simplest Keep it 100 rules. Each player competes for the best score. Best for 3-8 players who want to go head-to-head.
  • Keep It Exciting! (Advanced Rules): Keep it Over 100 by adding betting rules. Best for 3-8 players.
  • Keep It Together! (Cooperative Rules): Build a chain of 10 cards in the cooperative Keep it 100 Challenge. Works solo, for 2 players, or for any sized group.

Quick Overview

  1. Read the question on your card. Out of 100 people surveyed, how many do you think answered yes?
  2. Try and guess where the card fits on the number line. The answer is between 0 and 100. Do you think it's more than 25, but less than 87? Slide it into that spot.
  3. Flip the card over to find out if you're right. How many of your cards can you place in the right order? It gets trickier as you go.

Keep It Original: Basic Rules

In Keep it 100, the winner is the player with the most points after everyone's cards have been played.

You'll take turns playing question cards from your hand into either of two number lines on the table. This is called "sliding" your card into the line. If you slide into the correct space relative to the cards already in play, you earn points. But don't get cocky: the other players can also score by predicting whether or not you've picked the right space.

Setup

  1. Everyone chooses 1 player card to represent themselves in the game.
  2. Grab a small stack of question cards from the box, shuffle them, and deal everyone a hand:
PlayersDeal each player
27 question cards
36 question cards
45 question cards
54 question cards
63 question cards
72 question cards
82 question cards

Be careful to not flip your cards over or reveal the numbered sides before it's time. Once you get your cards, either place them person-side-up on the table in front of you, or cup them in your hands so the backs are hidden from yourself and the other players. (You don't have to keep the fronts secret.)

  1. Start off the number lines. Shuffle the starter cards and deal 2 next to each other. This is the start of the first line. Directly under those, deal 2 more starter cards, to start a second line. Turn over all 4 starter cards to reveal their values. Arrange each pair so the lower number is on the left, higher on the right.
  2. Grab the point cards and create an easily accessible "bank" that all players can reach. Players can trade point cards with the bank to make change at any time. All point cards are double-sided (10/20 and 50/100). To keep things easy, make stacks with all four denominations visible, so players can easily collect points and make change. Everyone should remember to grab their own points after each turn.
  3. For the first game of the day, the person whose age is closest to 100 goes first. If you play again, the player who scored the lowest in the last game goes first.

Gameplay

  1. The first player becomes the Slider. Select any question card from your hand. Read it out loud to the group. Out of 100 people, how many do you think answered "yes" to that question? The back of the card, which you can't see, has the answer: some number between 0 and 100. Note: The year on the front of the card represents the year the survey was conducted, in case that helps inform your guess.
  2. Slide your card into the number line. You have to guess how your card's answer compares to the cards already on the table. You can choose to play into either number line; they operate independently of each other. Choose where to slide your card, either between any two cards already on the table, or onto either end of a line, such that the entire line stays in order, lowest to highest, going from left to right. If this is where you think it goes, slide your card in.
  3. Lock in your guess by placing your player card on the table within reach of the other players, with the +20 side facing up. You'll earn 20 points if your guess is correct. But don't reveal the answer just yet.

Predicting

Once the Slider has decided where they think the question card goes, but before they turn it over to reveal its value, all other players will predict whether or not the Slider made the right choice. Do this by placing your own player card (with the +10 side facing up) next to the Slider's card:

  • A. If you think the true number is lower than the spot the Slider has chosen, place your card to the left of their card.
  • B. If you think the Slider is correct, place your card below the Slider's player card.
  • C. If you think the true number is higher, place your card to the right of the Slider's card.

Note: If the Slider has chosen the very end of one of the lines, it will not be possible for the card to move higher (or lower, depending). In that case, you can choose either correct, or the other direction.

Once everyone has locked in a prediction with their player card, the Slider flips over their question card to reveal the number on the back.

Scoring

If the Slider's placement is correct: The Slider collects 20 points from the bank, and the new card gets added to that number line. Note: If the Slider's card ends up exactly matching a card right next to it, this is considered "correct." Any player who had predicted that the Slider would be correct also collects 10 points from the bank. Any player who predicted lower or higher gets no points. Once all players have claimed their points, everyone retrieves their player card in preparation for the next turn.

If the Slider's placement is incorrect: They get no points, and the question card is discarded from play. Any player who did correctly predict where the card should have gone, either lower or higher, collects 10 points from the bank. Once all points have been claimed, and all players retrieve their player cards, the role of Slider rotates clockwise, and it's the next player's turn.

Winning the Game

The game ends when everyone has played all the cards from their hand. Total all your points and announce your score. The player with the most points is the winner.

Tiebreaker

If there is a tie, all tied players move into a tiebreaker round. Have any player read aloud a random question card from the deck (i.e., one that hasn't already been played). On the count of 3, all tied players shout out the exact number they think will be on the back of the card. The player whose guess is closest to the actual number (higher or lower) is the winner of the tiebreaker and the game. (In case of another tie, do it again until there isn't one.)

Keep It Exciting: Over 100

Once you've mastered the basics, it's time to take it Over 100. Over 100 is played with the same setup and structure as regular Keep it 100, with the addition of one rule.

Betting

At the point when you place your player card down, you can also choose to wager any number of points, by throwing in point cards atop or near your player card. Anyone, including the Slider, can place bets on their own player card, on any turn.

Note: You can always make change from the bank if you need different cards to bet the precise amount that you want.

Once everyone's bets are in, the Slider flips over the question card to see if its placement is correct.

  • If you're correct, your bet pays out. Take back the points you wagered, and collect the same amount from the bank. Plus, don't forget your points for guessing correctly: collect the points showing on your player card too (+20 for the Slider, or +10 for everyone else).
  • If you're incorrect, you've lost your bet. Give all your wagered points to the bank. No points for you. Take your player card back in preparation for the next turn.

Once all bets are settled, the role of Slider rotates, and the game continues. As in the regular game, keep playing until all the question cards have been played from everyone's hands. Once all the cards are gone, the player with the most points is the winner.

The Keep It 100 Challenge (Cooperative Rules)

Think you can work together as a team? The Challenge can be attempted alone or with any number of friends. Either way, the goal is the same: build a single number line by placing 10 question cards correctly, before you get 5 wrong.

As in the competitive game, you'll need to add your question cards to the line (before, after, or between any other cards already there) so the entire line stays in numerical order, going lower to higher from left to right.

Challenge Setup

  1. Deal your team 14 question cards. This is now your Challenge Deck.
  2. Make a row of five 20-point cards where everyone can see them. This is your life line. As long as there are any cards in this line, you're still alive.
  3. Flip over 1 starter card and place it on the table to begin your number line. Only one number line is used in the Keep it 100 Challenge.

Each turn, one player will be the Slider and will have the ultimate authority on where the next question card will be placed. However, you should work together with your teammates to try and make the most informed guess that you can.

Attempting the Challenge

  • The first Slider draws 2 question cards from the Challenge Deck. Read them both, and pick which one you want to play. (Keep the other card nearby for the next player to consider.)
  • If you're playing as a group, all players at the table should share their thoughts on where exactly to place the card.
  • When you've reached a decision, slide your question card into the line. As the Slider, you have the final say on where to play the card.
  • If you're correct: The card stays in the line, and play moves to the next player.
  • If you're incorrect: Remove the incorrect card from play, and also remove one of your 20-point cards. You can only get 5 cards wrong before you're out of points and have lost the game.
  • The next player becomes the Slider. Draw 1 new question card from your Challenge Deck. Between this new card and the one the previous player didn't choose, pick the one you want, and leave the other on the table for the next player to consider. Note: It's possible to win the game without playing up to 4 of the cards from your Challenge Deck. Use this knowledge wisely.
  • Play until either you've collectively placed 10 cards from your Challenge Deck into your line, or you have lost all your lives.
  • Your final score is determined by how many points you still have showing once you've successfully played all 10 cards. Can you keep it 20? Keep it 40? Or even keep it 100?

A Note on Survey Methodology

The statistics on the question cards are taken from a combination of sources. The ones with the Cut logo represent surveys that Cut conducted itself, via social media, email, and online outreach. The ones without the logo represent surveys that were researched, drawn from news reports, polling firms, government statistics, and publications from various industry groups.

If you want to learn more about any of the individual surveys, each card is labeled with a code in the bottom left corner. Visit cut.com/k100 and enter the code to learn more about the source used to inform that card.