The questions people ask when they discover Quatro: how to agree on a sign, why you never call your own four of a kind, what a wrong counter costs, and what happens when someone loses their connection.
It’s a card game for teams of two, in which everyone plays at once. Each player swaps cards with the center to collect four of a kind — four cards of the same rank.
The difficulty lies elsewhere: the player holding four of a kind can’t call it. They have to let their partner know with an agreed sign, and it’s the partner who shouts “Quatro!”
Four, six or eight: always an even number, since everyone has a partner, sitting across from them. With four players there are two teams; with six, three; with eight, four.
A round lasts three minutes at most, and a thirty-second break separates it from the next one. The game ends as soon as a team reaches five points: so its length depends mostly on how quickly the calls come, and on drawn rounds.
Before each round, each team picks one emoji out of twenty-four. The first of the two partners to click sets it for the team; the other sees it appear straight away.
If nobody has picked after thirty seconds, a sign is drawn at random. The sign changes every round.
Take control: you then choose an emoji, and it is shown to the whole table every five seconds, for as long as you keep control. Nothing goes out until you have chosen something.
The simplest way is to take control as soon as your four of a kind is complete and send your real sign — but nothing stops you from sending a decoy to mislead the other teams.
They see the emojis you send go by, just as you see theirs. What they don’t know is which one is your real sign: the whole game is watching the emojis to guess it, and countering you at the right moment.
“Quatro!” looks at your partner’s hand, never yours. If you call it when you’re the one holding four of a kind, the call is wrong, and every other team scores a point.
The screen warns you if you try. Make the sign, and let your partner do the talking.
The point goes to the team you accused, even if another team was holding four of a kind at that moment. So with six or eight players, be careful which team you name.
After three minutes, the round is a draw: nobody scores, and play moves on to the next one. If nobody wants the cards in the center any more, the table can also vote to reshuffle everything, once per round, unanimously.
For now, Quatro tables are invitation-only: join one with the code the host gave you, from the home page.
Yes. Before the game starts, the host can fill the table with bots. They agree on a sign, make it when they hold four of a kind, call when their partner makes it, and counter whatever they think they have read. They never vote to reshuffle.
You keep your seat and your hand, and nobody plays in your place. Your partner can still call, and your opponents can still counter you. The table doesn’t wait for you: the round runs its course, and you rejoin it when you come back.
For now, a game of Quatro doesn’t count toward your progress or the leaderboard. Questions about your account, the shop or privacy apply to every game on the site. They are in the general FAQ.