HIGHJACK! THE CARD GAME

HIGHJACK DECK BREAKDOWN (52 CARDS)

HIGHJACK – QUICK LINKS

How to Play
Detailed Instructions
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STRATEGY: CHRONIC RULES VS. ONE HITTER QUITTER

When you get deep into Highjack gameplay, you’ll notice there is a large difference in strategy depending on whether or not you’re playing for points. Below is a list of hints that will be most helpful when playing by the “Chronic Rules.” When playing “One Hitter Quitter,” you’re not concerned about points, so ALL “Draw” cards become helpful and duplicate Stash Box cards are useful only in that they decrease the winning odds for your opponent(s).

Below, you’ll find a list of all 52 cards along with their “Win Action” and a hint or two. If you want to be a “Highjack Master,” you’ll need to memorize the quantity of each card in order to calculate your odds of winning a Session or of drawing a particular Stash Box card.

SESSION CARDS (27)

Photo Name Per Deck Win Action
+/- Points
Session_1 One 2 Steal entire Session from opponent!

HINT: Session One can win only when all opponents are out of Session cards or when an opponent neglects to call “Highjack!” This card is also a good choice to play when forced to ash cards from your hand.

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Session_2 Two 2 Winner sparks it up!

HINT: Session Two is not likely to win, but it will always beat a Session One. Use this card as a “gimme” when you don’t want to play a higher Session card.

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Session_3 Three 2 Toker across sparks it up!

HINT:To best use the Session Three card make sure you are aware of how your opponent has been playing. You may win with a Three if your opponent is trying to rid their hand of lower Session cards.

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Session_4 Four 4 Toker to right sparks it up!

HINT: Session Four cards are not very strong, but there are 4 of them in each deck. Remembering this may help you play this card at the right time.

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Session_5 Five 4 Toker to left sparks it up!

HINT: Session Five cards only win 1/2 the time when left up to chance so … don’t leave it up to chance. Remember which Session cards have already been played and you can increase your odds dramatically.

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Session_6 Six 5 Choose a Toker to spark it up!

HINT: Session Six cards can often create a “Stoner’s Quarrel” because there are 5 of them in each deck. Use this to your advantage by starting a quarrel and then winning with a higher Session card.

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Session_7 Seven 2 Steal Cannabis card!

HINT: Session Seven is a very strong card. You may want to save this card for when you need the Cannabis Stash Box card.

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Session_8 Eight 2 Steal Gear card!

HINT: You can hurt your opponent by stealing their Gear card even when you don’t need one to complete your Stash Box.

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Session_9 Nine 2 Steal Ignition card!

HINT:When played at the right time, Session Nine can win you the round and/or game by helping you complete your Stash Box.

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Session_10 Ten 1 Steal Toker card!

HINT:Only the Highjack card can beat a Session Ten. If the Highjack has already been played, you know that you will win. Also, there are only 3 Toker cards, so stealing this card really hurts your opponent(s).

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Session_Jack Highjack 1 All opponents spark it up!

HINT:Highjack is the most powerful Session card in the deck. The only way to lose is by neglecting to call “Highjack!”

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STASH BOX CARDS (15)

Photo Name Per Deck Card Information +/- Points
StashBox_CANNABIS Cannabis 4 Stash Box Card 1 of 4

HINT: You can play more than one CANNABIS card into your Stash Box in order to accumulate points.

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StashBox_GEAR Gear 4 Stash Box Card 2 of 4

HINT: You can play more than one GEAR card into your Stash Box in order to accumulate points.

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StashBox_Ignition Ignition 4 Stash Box Card 3 of 4

HINT: You can play more than one IGNITION card into your Stash Box in order to accumulate points.

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StashBox_Toker Toker 3 Stash Box Card 4 of 4

HINT: It’s often best to play this card ASAP to get the points out of your hand and into your Stash Box.

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ACTION CARDS (10/11)

Photo Name Per Deck Action +/- Points
Action_Bogart Bogart 1 Self: Draw 3 cards!

HINT: Usually played best toward the beginning of a round. Once your 3 cards are drawn, your turn is over.

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Action_Munchie Munchie Attack! 1 Opponent: Draw 2 cards!

HINT: Best played when your opponent does NOT need any cards. If played at the start of a round, it may benefit your opponent. If YOU need cards, you can often exchange this one during “Puff Puff Pass” and your opponent may be forced to use it to YOUR benefit.

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Action_Party_FOUL Party Foul! 1 All Opponents: Ash 1 card!

HINT: Make all opponents ash a card from their hand (opponents’ choice). Play this when your opponents are low on cards and you believe they are holding only cards they really want/need.

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Action_Beast_Mode Beast Mode 1 Opponent: Lose a turn!

HINT: Stop your opponent from winning by skipping their turn. When playing with only 2 Tokers, this action works as an extra turn.

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Action_House__House-Rules House Rules 1 All Opponents: Draw 1 card!

HINT: This may be helpful to your opponents at the beginning of the round, but harmful toward the end.

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Action_Puff-Puff-Pass Puff Puff Pass 1 All Tokers: Pass a card to the left!

HINT: Get rid of your worst card in your hand by passing it to the opponent on your left-hand side. Only Tokers with at least 1 card in their hand may participate. If no opponent has a card in their hand, the Action card is simply ashed.

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Action_Moocher Moocher 1 Self: Steal to Session card!

HINT: Play this card when an opponent has a high-value Session card in terms of either points or “Win Action.” When you use this action to steal a Session card, you may use the Win Action immediately.

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Action_Paranoid Paranoid 1 Opponent: Ash 2 from your hand!

HINT: This card can be helpful are harmful depending on which rules you are playing and where you are in the game. Play this card when you believe your opponent has only good cards in his/her hand.

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Action_Couch-Lock Couch Lock 1 Opponent: Ash 1 from your Stash Box!

HINT: Immediately cripple an opponent by having them ash a Stash Box card (preferably the Toker card as it’s worth more points and is harder to come by).

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Action_BadTrip Bad Trip 1 All Tokers: Change rotation of play!

HINT: You can help or hurt your fellow Tokers by changing the rotation of play from left to right.

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action_super-og Super OG!! (LIMITED) 1 Opponent: Take a super hit!

HINT: This limited edition 11th action card only exists in 2000 unmarked decks. Use this card to make your opponent super stoney and less competitive. 🙂

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