
Smart
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It looks like UNO. You think you know what to do. Then the rule changes, and whoever counts best wins.
What it's about
UNO with a brain inside
SMART (聰明玩家, "Intelligent Player") is a card game published by Soso Studio, a Taiwanese publisher founded in 2012 with the mission to create fun and visually appealing games. From the outside, it looks like UNO: draw, play, discard. But each turn, the rule dictating what you can play changes: sometimes it's multiples of 3, sometimes prime numbers, sometimes all values above 21.
If you can't (or don't want to) play, you pass and draw. Reach seven cards in hand and you're out of the round. The clever twist: high-numbered cards become permanent score — and so the deck thins, probabilities change, and the calculations you made in the first turn no longer apply.
The player with the lowest total score wins when someone reaches 50 points. A challenge of quick calculation, hand reading, and steady nerves. SMART fits in your backpack, comes out in 30 seconds, and in five minutes, it's already the third game in a row.
It's the deceiving filler: children's rules, chess player's decisions. Every discarded card changes everyone's probabilities.
The secret of SMART in one line
Five minutes to explain, a lifetime to stop. You play a quick game before dinner and end up playing until eleven at night.
From the game experience
SMART
What makes SMART different
Four elements that change everything
Numbered cards
Every card is a number. It seems trivial until you realize you'll have to think about primes, multiples, and intervals to play it.
Rule cards
They change the game conditions every turn: only prime numbers, only multiples of 4, only numbers above 21. Your hand is re-evaluated every time.
Point bank
High cards accumulate as permanent score. The more you put away, the poorer the deck becomes — and for others, everything changes.
The seven-card threshold
Seven cards in hand and you're out of the round. Passing costs dearly, not passing can cost even more. Every decision matters.
It's the game you pull out for five minutes, and then you look at the clock and two hours have passed. It always happens with SMART.
🌐Game languagesTrilingual edition · universal symbols
Box and rulebook are trilingual (English, Traditional Chinese, Japanese). The cards show universal numbers and mathematical symbols (Prime, <21, +13, 3x). No specific language knowledge is required to play — just the ability to read numbers and understand a few basic mathematical terms.
A game in five moments
What happens at the table
Not the rules. The experience.
Five cards in hand, eyes on the table
Cards are dealt, and the first face-up rule is revealed. "Prime numbers" — someone smiles, someone else is already doing mental math. Three players over thirty laughing like they're on a playground. It starts like this.
"Wait, is 13 prime or not?"
First mathematical conflict. Someone pulls out their phone to check, someone stops them. They quickly decide that 1 doesn't count, 2 does. A wrong card costs a draw. No one forgets that again.
The calculation that surprises everyone
Someone banks a 30 and a 24, reducing their hand to three cards. They laugh. The others do the math: without those high numbers, multiples of 6 are gone. The next rule becomes a trap. You can almost hear the sound of dice that aren't there.
Six cards in hand. One too many.
There's always that moment when you have six cards and the rule is "> 21" and you only have numbers under 15. You draw, hoping. A 28 comes out. The table erupts in laughter or frustration. You managed to save yourself — for now.
Fifty points. And we start over.
Someone reaches 50 points, banks are counted. The person with the fewest points wins. But no one gets up. "A rematch." And then another. The deck goes back in the box, comes out again, goes back in. SMART always ends this way.
How to play
The flow of each turn
Three simple actions that repeat. You'll understand by the second hand, master it by the third game. The instructions are even printed on the back of the box.
Play according to the active rule of the turn. Prime numbers, multiples of 3, values above 21 — the condition is always different. It seems simple until you look at your hand.
Don't have a valid card or don't want to play it? You pass and draw. One more card in hand, a postponed decision — but at a cost.
Seven cards in hand and you're out of the round. The silent timer hanging over every decision. Passing costs, accumulating costs more.
Why it's different from others
Six mechanics that make a difference
Rules that change every turn
There's no strategy that always works. What you have in hand is valid or not depending on the rule card — and the rule changes constantly.
The bank empties the deck
The cards you play never come back: they become points. Every game, the deck transforms, and the chances of drawing high numbers plummet.
The one with the fewest points wins
Counterintuitive twist: the high numbers everyone wants to play are also the ones that weigh the most in the end. Which side should you be on?
The rule of seven
Seven cards in hand and you're out. A threshold that pushes you not to pass too much, but forces you to when the active rule leaves no choice.
Set up in 30 seconds
Deal the cards and start. No boards, no tokens, no special rules to remember. You can play anywhere, even at a restaurant while waiting for dessert.
Taiwanese design, global soul
Published by Soso Studio, a Taipei-based publisher active since 2012 with the mission to "create fun and beautiful games." Trilingual edition (English, Traditional Chinese, Japanese) designed for the international market.
How it ends
One way to win, one way to lose
SMART is a game of balance. You want to play high cards — but those are the same ones that will make you lose. You want to keep them in hand — but if you reach seven, you're out of the round.
Victory
- Have the lowest total score when a player reaches 50 points
- Balance the cards you play and those you keep — high numbers are both poison and weapon at the same time
- Read the deck: what has been played, what remains, which rules are still possible
Round lost
- You reach seven cards in hand: you're out of the current round
- Your opponents forced you to pass and draw repeatedly
- You've accumulated too many high numbers in the bank — a score destined to weigh heavily at the end of the game
SMART is one of those card games that change the evening. Fast, surprising, perfect to take anywhere.
Frequently asked questions
FAQ about SMART
Is it just "UNO with math"?
No. The similarity to UNO is superficial — draw, play, discard. But SMART adds three mechanics that UNO doesn't have: rules that change every turn, a score bank that empties the deck, and score inversion where the player with the fewest points wins. These are three additional levels of depth that transform it into a completely different game.
Do you have to be good at math?
Not at all. The calculations are very simple: recognizing multiples of 3, figuring out if a number is above 21, identifying prime numbers under 30. Things learned in elementary and middle school. The challenge isn't the calculation, it's the decision: when to play, when to pass, which card to sacrifice. The box recommends 10+ years precisely for this reason: children play it easily.
Does it work better with 2 or 5 players?
With 4-5 players, the experience is more chaotic and fun — the deck empties quickly, rules affect everyone, and there's more unpredictability. With 2 players, the game becomes more tactical and cerebral, almost a duel. With 3, it's the sweet spot. All configurations work, but for the first time, we recommend 4 players.
Who is Soso Studio?
Soso Studio (艸艸設計) is a Taiwanese publisher founded in 2012 in Taipei. Their philosophy, stated on their official channels, is "to create fun and beautiful games." They are active in the independent board game scene in Taiwan and regularly organize playtesting sessions at their headquarters. SMART is one of their most recent titles, produced in Taiwan in November 2025.
Are the cards in Italian?
No. SMART is a trilingual edition: English, Traditional Chinese (繁體中文), and Japanese (日本語). The three languages coexist on the box and in the rulebook. The cards show universal numbers and mathematical symbols (Prime, >21, +13, 3x), so you don't need to know any specific language to play — just the numbers.
How long does a game last?
The box indicates 15 minutes as the reference duration. A full game up to 50 points can extend up to 20-25 minutes with 4-5 players, while a single round finishes in about 5 minutes. You can also play single rounds without reaching 50 points, perfect as a filler between longer games or as a pub game.
SMART (聰明玩家) is a tactical card game for 2-5 players (ages 10+, duration 15 min). Published by Soso Studio (艸艸設計), a Taiwanese publisher founded in 2012 in Taipei. Main mechanic: hand management with dynamic rules that change every turn. Each player manages a hand of numbered cards, trying to discard them while respecting ever-changing mathematical constraints (prime numbers, multiples, ranges). High cards played become permanent points, and the player with the lowest total wins when someone reaches 50 points. A tactical reinterpretation of the classic UNO-style card game. 2025 trilingual edition (English, Traditional Chinese, Japanese), produced in Taiwan. EAN 4713052649184. Available on FroGames.it.

Smart
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