No — keep your cards in the order dealt for the whole round. The only change allowed is turning the entire hand upside down, all cards at once, right after you first look at it. Single cards can't be flipped or moved, and sequences like 3-1-2 are not valid.
Yes — scouting is always a legal choice. It can help you build a better hand, but it hands the owner a point and risks letting the round end if everyone else also scouts.
Compare in order: more cards beats fewer cards; with equal counts, a matching set (same numbers) beats a consecutive run; with equal count and type, the set whose lowest number is higher wins. Equal numbers don't beat each other, so 3-4-5 beats 1-2-3 but not another 3-4-5.
The number facing up in your hand when you show it. That is the side set by your start-of-round orientation, or by the side you chose when you scouted the card. The other number is ignored, and only comes into play when the card is scouted and its new owner picks which side to use.
Yes. When the active set drops to 0 cards, the next player may show any set they like, with nothing to beat. Scouting the last card doesn't end the round by itself; it ends only if every other player scouts without showing.
The cards that remain in the active set after your scout. The scout shrinks the set first, then your show must beat what is left, just as the next player would have had to if you had only scouted.
Two. Each scout removes a card from the active set, so the following player only has to beat what remains, or can use their Scout & Show chip to add a card and play a stronger set.
Yes. When play comes back to you and every other player only scouted (or could not show), the round ends immediately, even if cards remain in the active set. If any player shows, including via Scout & Show, the round continues.
The player whose show nobody beat (everyone else only scouted), not the last scouter. Everyone else loses 1 point per card left in hand. A player who ends the round by emptying their hand has no cards left to lose anyway.
No. The Active Set doesn't count toward anyone's score, so cards in the final show are worth nothing, whether you emptied your hand or nobody beat it. You score only cards you captured by beating earlier sets and Scout chips. Cards left on the table are ignored for everyone.
Each captured card (from sets you beat) and each Scout chip is worth 1 point; each card left in your hand costs 1 point, except for a player whose show ended the round by everyone else scouting. Scout & Show chips don't score.
Yes — after you scout you act again, so you can scout again or show. There is no Scout & Show in 2-player play, and its chips are not used. Your turn effectively ends only with a show, or the round ends when you can neither show nor scout.
No. You place one of your own Scout chips in the center of the table and the opponent gains nothing. In 2-player games chips are only spent, never handed over.
The general scoring rule counts Scout chips, and several players report the same for 2-player play, citing a publisher reply; the 2-player rules don't say so themselves.
The round ends. If you can't beat the active set and have no Scout chips left, you can neither Show nor Scout. You can't concede early: while you still have chips and can't show, you must keep scouting.
No. Only the player who failed (the one unable to show or scout) subtracts for cards in hand. The winner keeps their points without a penalty. Some readers note the printed wording of condition 2 is a little loose when a scout follows a show.