A game built into this site · 2–5 players · Free
Four face-down cards. Two glimpses. A memory you can't fully trust, opponents you can't fully read — and one moment where you look up and call “Foursight!” Lowest total wins. Create a table, send the code to your friends, and play right here — Among-Us-style code joining, no accounts.
01
Everyone gets four cards, face down — a 2×2 grid you must not look at. At the start of the round you get one privilege: privately view two of your own cards, once. After that, your memory is the only record.
02
Draw the top card of the deck and decide: swap it into your grid (the replaced card goes to the discard, face up), spend it for its power if it has one, or toss it. Or skip the deck entirely and take the visible discard — but then you must swap it in.
03
When you believe your four cards total less than everyone else's, end the round: call Foursight instead of drawing. Every opponent gets exactly one more turn, then all cards flip. Guess right and you score zero. Guess wrong and the round's points come to you — plus a 5-point fine.
04
Low is life: cards score their face value, 0 is gold, 12 is a brick. Rounds repeat until someone reaches the target score (100 in Classic) — and the player with the lowest cumulative total takes the match.
Six of the thirteen values carry a power, and every power card says so on its face — its icon, its name, its own color. Nothing to memorize. Powers only trigger when you draw the card from the deck and spend it — cards taken from the discard are just numbers.
Peek
7 · 8
Privately look at one of your own face-down cards. Your opponents see that you peeked — not what you saw.
Spy
9 · 10
Privately look at one card in an opponent's grid. Knowledge is ammunition.
Swap
11 · 12
Trade one of your cards for one of theirs — completely blind. Neither of you sees either card. Chaos, weaponized.
The matching rule: convinced that two, three, or even four of your face-down cards share a value? Declare it. Right, and they all leave your grid — fewer cards, lower total. Wrong, and your turn is forfeit.
The full game: see 2 of your 4 cards, all powers live, first past 100 points ends it — lowest total wins.
Exactly five rounds, no target score. Perfect for a lunch break.
See all four of your starting cards, no power cards, race to 50. Learn the rhythm before the mind games.
Host tunes everything: hand size, target, timers, powers, matching.
Completely free. No account, no signup, no ads inside the game — pick a name, share a table code, play.
Two to five players per table. Create a table, send the 5-letter code to friends, and start when everyone is in.
A memory and deduction card game from the classic Golf/Cambio family of folk card games: everyone holds four face-down cards, you only ever glimpse some of them, and the lowest total wins the round.
Classic (play to 100 points), Quick Match (exactly five rounds), Beginner (see all four starting cards, no power cards), and Custom (tune the target score, timers, and rules yourself).
No. Foursight runs entirely in the browser on desktop and mobile. Your match history is stored locally in your browser.
Foursight is an original implementation of a classic folk card game structure (the Golf/Cambio family), built from scratch — rules engine, realtime rooms, and all — as part of this site. No downloads, no tracking, no accounts.