CARD REFERENCE
Every card, what it's worth, and what it does.
Last updated: October 27, 2026
Pablo uses one standard 52-card deck with no jokers. This page is the quick reference: what every card is worth, which cards do something, and how many of each there are — which matters more than you'd think when you're deciding whether a cut is likely.
POINT VALUES
| Card | Points | Copies | Notes |
|---|---|---|---|
| King of Hearts | 0 | 1 | The single best card in the deck. Only one exists. |
| Ace | 1 | 4 | The best card you can realistically hope to collect. |
| 2 – 6 | Face value | 4 each | Keepers. A hand of these is usually a calling hand. |
| 7 | 7 | 4 | Special: SWAP. Usually better discarded than kept. |
| 8, 9, 10 | Face value | 4 each | Get rid of these. Prime cutting targets. |
| Jack | 10 | 4 | Special: PEEK at one of your own cards. |
| Queen | 10 | 4 | Special: CHECK one opponent's card. |
| King (♠ ♦ ♣) | 10 | 3 | No special. Just ten points you want gone. |
USEFUL NUMBERS
- The average card is worth about 6.3 points. That's the honest estimate for any card you haven't seen — not 5, and not "probably low".
- Twelve cards are specials (four each of 7, J and Q), so about 23% of draws give you an ability to use.
- Sixteen cards are worth 10 — every Jack, Queen and King except the King of Hearts — almost a third of the deck.
- Every rank has exactly four copies (Kings included, though only three are worth ten). Once two of a rank are in the discard pile, at most two can be in anyone's hand.
- A fresh three-card hand averages about 19 points. See the strategy guide for how fast that falls and when a total is low enough to call on.
THE SPECIAL CARDS
Special cards only work when you discard them — either a card you just drew, or one you swap out of your hand. Keeping one does nothing except add to your total.
7 — Swap
Trade one of your cards for one of an opponent's. Neither of you sees what moved. It's strongest straight after a Queen has shown you a low card in someone's hand.
J — Peek
Look at one of your own face-down cards. Best used early in a round, while you still have cards you've never seen.
Q — Check
Look at one of an opponent's cards. Use it on whoever looks closest to calling.
SCORING AT A GLANCE
- Successful Pablo call: you score 0; everyone else adds their hand total.
- Failed call (anyone ties or beats you): you take +20; everyone else scores 0.
- True Pablo (you cut down to zero cards): you win the round outright.
- Elimination: reach the table's limit (50 points by default) and you're out. Last player standing wins the game and the pot.
The full rules, with examples, are on How to Play. The in-game tutorial walks you through a real hand in about two minutes.