Draw-and-swap game · Game 6 of 388 ♠
Cambio
Remember your hidden cards, swap away the high ones and call "Cambio!" when you think your total is lowest.
- Players
- 2–4
- Duration
- 30 min
- Age
- 8+
- Difficulty
- medium
- Cards
- 52 cards + 2 jokers, minus K♥ and K♦
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood livelylearned in 5 minutes
Collections: Games for two · Games for three · Games for four · Games for kids
Score pad
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Full rules
Overview
Cambio is a memory game. Every player has four cards lying face down in front of them, and you only know some of them. Over the course of a round you try to swap your high cards for low ones, so that at the end your cards add up to as few points as possible. Whoever thinks they are lowest calls "Cambio!" – but if they are wrong, it costs them.
This is an adaptation of the commercial game CABO for a standard deck of cards. The deck described below has exactly the same card values as the original, so you can also play these rules with the original CABO cards.
- Players: 2–4 (5 is possible, but the draw pile runs out faster).
- You need: one 52-card deck plus 2 jokers, and paper and pen for the scores.
The cards
Take a normal 52-card deck, add the two jokers and remove the two red Kings (K♥ and K♦). That leaves exactly 52 cards. Every card is worth points; the suit (♠ ♥ ♦ ♣) does not matter.
| Card | Points | Action (only when drawn and discarded directly) |
|---|---|---|
| Joker | 0 | – |
| A | 1 | – |
| 2–6 | face value | – |
| 7, 8 | 7, 8 | Peek – look at one of your own cards |
| 9, 10 | 9, 10 | Spy – look at one card of another player |
| J, Q | 11, 12 | Swap – swap one of your cards with one of another player's |
| K (♠ ♣ only) | 13 | – |
Setup
- Shuffle the cards. One player deals: each player gets 4 cards face down, one at a time. Don't look at them!
- Each player arranges their four cards in a 2 × 2 grid in front of them: two cards in a row close to you, two cards in a row behind them.
- Now every player looks once at the two cards nearest to them, memorises them and puts them back face down in the same place. From now on you may only look at your cards when an action allows it – so remember well!
- Put the remaining cards face down in the middle as the draw pile. Turn the top card face up next to it: this starts the discard pile.
The player to the left of the dealer starts; play then continues clockwise (to the left). The dealer changes clockwise each round.
Playing a turn
On your turn you do exactly one of these three things:
- A) Draw the top card from the draw pile,
- B) Take the top card of the discard pile, or
- C) Call "Cambio!" to end the round.
A) Draw from the draw pile
Take the top card of the draw pile and look at it without showing it to anyone. Then choose:
- Exchange it: Pick one of your face-down cards. Put the new card face down in its place and put the old card face up on the discard pile. You now know the new card, so remember it! (No action happens.)
- Discard it: Put the new card straight onto the discard pile, face up. If it is a 7–Q, you may now use its action:
- 7 or 8 – Peek: secretly look at one of your own cards, then put it back face down.
- 9 or 10 – Spy: secretly look at one card of another player, then put it back face down.
- J or Q – Swap: swap any one of your cards with any one card of another player. Neither of you looks at the cards; each goes into the other's place, still face down.
Example: You draw a 9. It is too high to keep, so you discard it and use its action: you look at one of Ben's cards and see a joker. Good to know – maybe you can swap it later with a Jack or Queen!
Actions only work when you draw the card from the draw pile and discard it immediately. A card you get rid of by exchanging never triggers an action.
B) Take from the discard pile
Take the top card of the discard pile. You must exchange it with one of your cards (as above), but place it face up in your grid: it stays face up for the rest of the round – even if a Swap (J or Q) later moves it to another player. You may not use its action. Everyone can now see this card of yours.
Exchanging several cards at once
When you exchange a card (in A or B), you may instead exchange it for two or more of your cards – but only if all of them have the same value. Turn the chosen cards face up:
- They really match: put all of them on the discard pile and place the new card face down where one of them was. You now have fewer cards – great!
- They don't match: turn them face down again in their places. As a penalty, the new card is also placed face down next to your cards. You now have one card more!
Example: You remember two 5s in your grid. You draw an A. You turn over both 5s – they match – so you discard both and put the A in their place. You now have three cards, and 9 points fewer.
C) Call "Cambio!"
If you think you have the lowest total, call "Cambio!" at the start of your turn instead of drawing. Your turn is over.
- Every other player now takes exactly one more turn.
- Your cards are protected: nobody may swap with your cards any more (but they may still spy on them).
- Then all players turn their cards face up and the round is scored.
End of a round
A round ends when
- someone called "Cambio!" and everyone else has had their last turn, or
- the last card of the draw pile has been drawn: once that turn is finished the round ends immediately and is scored normally (there is no Cambio penalty, since nobody called).
Scoring
Everyone turns up their cards and adds up their points.
- Every player scores their total.
- Cambio caller: if the player who called Cambio has the lowest total or is tied for it, they score 0 instead.
- Cambio penalty: if anyone has a lower total than the caller, the caller scores their total +10.
- Kamikaze: a player who ends the round with exactly two Queens and two Kings (12 + 12 + 13 + 13 = 50) scores 0, and every other player scores 50.
Write down each player's score and keep a running total.
Example: Anna calls "Cambio!". Ben and Carla each take one more turn, then everyone reveals: Anna: Joker, A, 3 = 4 · Ben: 2, 5, 4, 6 = 17 · Carla: 8, A, 2, 3 = 14. Anna is lowest and scores 0; Ben writes down 17, Carla 14.
Next round Anna calls again with 6 points, but Ben also has 6. Anna is tied for lowest, so she still scores 0; Ben scores 6 and Carla her total. If Ben had had 5, Anna would score 6 + 10 = 16 and Ben 5.
Winning the game
Play several rounds. As soon as a player's running total goes over 100, the game ends after that round. The player with the lowest running total wins.
Lucky 100: if a player's running total reaches exactly 100, it is reset to 50. This can happen only once per player per game.
Tips for beginners
- Your memory is your most important tool. Say your known cards quietly to yourself every few turns.
- Use Peek (7, 8) early in the round to learn your unknown cards.
- Watch what the others take from the discard pile – then you know some of their cards, and whether a Swap would be worth it.
- Call "Cambio!" when you are fairly sure you have about 5 points or less. Waiting too long gives the others time to catch up.
- Jokers and black Kings are the extremes: keep a joker, get rid of a King (unless you're going for Kamikaze!).
Variants
These are optional house rules – agree on them before you start.
- No early Cambio: nobody may call "Cambio!" before every player has had at least one full turn.
- No lucky 100: play without the rule that resets exactly 100 to 50.
- Six cards: each player gets 6 cards in a 2 × 3 grid (still looking at the two nearest cards at the start). Rounds are longer and harder to remember.
Background & history
- Family: Draw-and-swap game (memory game: the lowest total of hidden cards wins)
- Origin: Folk game (date unknown); commercial version CABO from 2010 by Melissa Limes and Mandy Henning
- Also known as: Cabo, Pablo, Cactus, Dacz; published as CABO
- Related games: Golf, Rat-a-Tat Cat, Skyjo, Kombio
CABO is a commercial card game by Melissa Limes and Mandy Henning, first published in 2010. According to Trey Hunner, Melissa Limes founded Eventide Games LLC, registered Cabo as a trademark and registered a copyright for the rules. Bezier Games published a second edition in April 2019 with new artwork, modified rules and a score pad, followed by a werewolf-themed spin-off, Silver. According to Wikipedia, a third edition by Shareful Games appeared in 2025; in German-speaking countries the game is published by Smiling Monster Games.
Like many modern memory card games, CABO builds on the traditional game Golf: every player has a few face-down cards, knows only some of them, and tries to end the round with the lowest total. According to pagat.com, CABO belongs with the four-card Golf variants in which certain "power cards" let you peek at or swap cards; these folk games go by names such as Cambio, Pablo, Cactus or Dacz. Since cambio is Spanish for "exchange", pagat.com thinks this may have been the original name and that the folk game probably originated in Spain or Latin America. It is not clear from the sources whether these folk versions came before the commercial game or grew out of it. Similar published games are Rat-a-Tat Cat (1995), Skyjo (2015) and Kombio (2019).
This site calls the game Cambio, after the folk version, to keep it apart from the published CABO. The rules are written for a standard 52-card deck plus two jokers, without the two red Kings; the card values match CABO's, so the original CABO cards work as well.