How to Play Zero Two Five

Four Fun Games LLC · Board game · 2025
3–5 30 min
7.8 rating Ludopedia
7.2 rating BGG

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Step by step

Game Objective

Zero Two Five is a card game based on the classic Rock, Paper, Scissors, but with a strategic twist. The goal is to win exactly 0, 2, or 5 duels in each round to collect corresponding scoring chips. The first player to earn 3 scoring chips or the one with the most points after 5 rounds wins!

Setup

  1. Select cards based on the number of players:
    • 3 players: use cards 1-12 from each suit (36 cards total).
    • 4 players: use cards 1-16 from each suit (48 cards).
    • 5 players: use all 60 cards (1-20 from each suit).
  2. Shuffle the cards and deal 12 cards to each player.
  3. Arrange the scoring chips (values 0, 2, and 5) in an accessible supply.
  4. The starting player is whoever holds the Rock 1 card.

Game Flow

Each round consists of multiple duels, where players play cards until their hands are empty. The game proceeds in clockwise turns:

  • Duel: The starting player plays any card. Others must play cards of the same suit if possible. Otherwise, they may play any card.
  • End of a duel: All played cards are compared to determine the winner (see rules below). The winner starts the next duel.
  • End of the round: When all cards are played, players receive chips if they win 0, 2, or 5 duels. Shuffle the cards for the next round.

Actions and How to Play

Resolving Duels

The winner is determined by suit and number combinations:

  • Same suit: The card with the highest number wins.
  • Two suits: The highest card of the stronger suit wins, following the hierarchy:
    • Rock beats Scissors.
    • Scissors beats Paper.
    • Paper beats Rock.
  • Three suits: The duel is a tie (cards are discarded). The player who caused the tie starts the next duel.

End of Game and Scoring

The game ends when:

  • A player accumulates 3 scoring chips.
  • After 5 rounds, the player with the most chips wins. If tied, sum the chip values. If still tied, players decide with Rock, Paper, Scissors.

Tips to Win

  • Control the starting suit: As the starting player, choose suits that favor your high cards.
  • Watch predictions in advanced mode: If other players discard Paper (5) cards, focus on winning fewer duels to prevent them from reaching their goal.

Advanced Mode (Optional)

Before playing a card in a duel, place a face-down card as a prediction (0, 2, or 5 wins, based on the suit). Only receive the chip if you win the exact predicted number. Example: A Scissors (2) prediction only counts if you win exactly 2 duels.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Zero Two Five rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Zero Two Five?
Zero Two Five is a card game based on the classic Rock, Paper, Scissors, but with a strategic twist. The goal is to win exactly 0, 2, or 5 duels in each round to collect corresponding scoring chips. The first player to earn 3 scoring chips or the one with the most points after 5 rounds wins!
How do you set up Zero Two Five?
Select cards based on the number of players: 3 players: use cards 1-12 from each suit (36 cards total). 4 players: use cards 1-16 from each suit (48 cards). 5 players: use all 60 cards (1-20 from each suit). Shuffle the cards and deal 12 cards to each player. Arrange the scoring chips (values 0, 2, and 5) in an accessible supply. The starting player is whoever holds the Rock 1 card.
How do you play Zero Two Five?
Each round consists of multiple duels, where players play cards until their hands are empty. The game proceeds in clockwise turns: Duel: The starting player plays any card. Others must play cards of the same suit if possible. Otherwise, they may play any card. End of a duel: All played cards are compared to determine the winner (see rules below). The winner starts the next duel. End of the round: When all cards are played, players receive chips if they win 0, 2, or 5 duels. Shuffle the cards…
How does Zero Two Five end, and how do you score?
The game ends when: A player accumulates 3 scoring chips. After 5 rounds, the player with the most chips wins. If tied, sum the chip values. If still tied, players decide with Rock, Paper, Scissors.
What are some tips for winning Zero Two Five?
Control the starting suit: As the starting player, choose suits that favor your high cards. Watch predictions in advanced mode: If other players discard Paper (5) cards, focus on winning fewer duels to prevent them from reaching their goal. Advanced Mode (Optional) Before playing a card in a duel, place a face-down card as a prediction (0, 2, or 5 wins, based on the suit). Only receive the chip if you win the exact predicted number. Example: A Scissors (2) prediction only counts if you win…
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