Trick-taking game · Game 311 of 388 ♠
Split Mind
One of you wants balance, the other wants it lopsided – the Keeper needs an even split of tricks, the Shadow wins by any big gap.
- Players
- 2
- Duration
- 20 min
- Age
- 10+
- Difficulty
- medium
- Cards
- 38 cards: A–8 of ♥ ♦ ♣, 2–5 of ♠ and 10 more for the track
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood focusedlearned in 5 minutes
Collections: Games for two · No score pad needed · Only here · New & untested
untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards
Full rules
- Overview
- The cards
- Setup
- A round
- Winning the game
- Differences from Jekyll vs. Hyde
- Tips for beginners
- Variants
Overview
Split Mind is a trick-taking game for two in which the players want different things. One player is the Keeper, who tries to keep things balanced; the other is the Shadow, who wants the opposite. After each round, the difference between the two players' tricks moves the Shadow forward on a track of ten cards – no matter who won more. If the Shadow reaches the end of the track, the Shadow wins. If the track is not finished after three rounds, the Keeper wins.
On top of that, the three suits have no fixed order: the order is set by the cards played in each round, and four elixirs (small spades) can change it, swap cards or steal a trick.
- Players: exactly 2.
- You need: 38 cards from one standard deck (see below).
Split Mind is our own adaptation for an ordinary deck, inspired by Jekyll vs. Hyde (Geonil, 2021). The names and texts are our own, and there is no story. It has not been playtested yet.
The cards
Take these cards out of the deck:
| Cards | How many | Use |
|---|---|---|
| A–7 of ♥ ♦ ♣ | 21 | colour cards – the three suits in play; Ace = 1 |
| 2♠ 3♠ 4♠ 5♠ | 4 | elixirs |
| 8♥ 8♦ 8♣ | 3 | markers for the suit order |
| any 10 other cards, e.g. 9–K of ♥ and ♦ | 10 | the track |
The 25 colour cards and elixirs are the playing cards. The rest of the deck is not used.
Elixir values. Each elixir is worth a little more than its number: the 4♠ beats a 4 of any suit, but not a 5. Think of it as "4 and a half".
Setup
- Decide who is the Keeper and who is the Shadow. The Shadow deals every round; who leads is explained under "Who leads the first trick?".
- Track: lay the 10 track cards face down in a row at the side of the table. Each time the Shadow moves forward, you turn one of them face up, from left to right.
- Suit order: keep the three 8s ready next to three places marked weakest – middle – strongest.
A round
The game has three rounds. Each round has three steps: deal and exchange, play ten tricks, move the Shadow.
1. Deal and exchange
- The Shadow shuffles the 25 playing cards and deals 10 to each player. The last 5 cards go aside face down – nobody looks at them.
- Exchange: each player chooses cards from their hand and lays them face down; then you swap them at the same time. In round 1 you exchange 1 card, in round 2 2 cards, in round 3 3 cards.
- If you were dealt two or more elixirs, at least one of the cards you give away must be an elixir.
2. Play ten tricks
A trick is one card from each player. The leader plays any card, the other player plays a card to it, and one of them wins the trick. The winner keeps the two cards face down in front of them and leads to the next trick.
Who leads the first trick? In round 1, the Keeper. In rounds 2 and 3, the Keeper if fewer than 5 track cards are face up, otherwise the Shadow.
Following:
- If a colour card is led, you must play a card of the same suit – or an elixir, which you may always play instead. If you have neither, play any card.
- If an elixir is led, the leader names one of the three suits (♥, ♦ or ♣). You must play a card of that suit if you can – you may not answer with an elixir then. If you have none, play any card.
The suit order
At the start of each round, the three suits have no order. It is set by the colour cards as they are played:
- The first suit that is played this round becomes the weakest. Put its 8 on the "weakest" place.
- The second suit that is played becomes the middle one.
- The third suit is then automatically the strongest.
The order holds until the end of the round – unless an elixir resets it (see ♥ below). Elixirs have no suit and never get a place.
Who wins the trick?
- Same suit: the higher number wins.
- Different suits: the stronger suit wins, whatever the numbers.
- One elixir: first carry out the elixir's effect (below). Then the higher number wins – suits don't matter, and the elixir beats a card of the same number.
- Two elixirs: they cancel each other out – no effect; the higher one wins.
Example: The Keeper leads the 6♦ – the first suit this round, so diamonds become the weakest. The Shadow has no diamonds and plays the 2♣. Clubs become the middle suit, and hearts are now the strongest. Clubs beat diamonds, so the Shadow wins the trick with a 2.
Elixir effects
When one player plays an elixir, its effect depends on the suit of the other card in the trick:
| Other card | Effect |
|---|---|
| ♣ Steal | The winner of this trick also takes one trick of their choice that the opponent won earlier this round. If the opponent has none yet, nothing more happens. |
| ♦ Trade | Both players choose 2 cards from their hand (1 if only one is left) and swap them face down at the same time. After the last trick, nothing happens. |
| ♥ Reset | Take all 8s off the suit order. The cards of this trick don't count; from the next trick on, the first suit played becomes the weakest again, and so on. |
Example: The Keeper leads the 4♠ and names hearts. The Shadow must play a heart and plays the 6♥. The heart triggers Reset: the markers come off. Then 6 beats 4, so the Shadow wins the trick.
3. Move the Shadow
After the tenth trick, count your tricks. Take the difference between the two players' tricks and turn that many track cards face up. It doesn't matter who won more – the Shadow always moves forward.
Example: The Keeper won 6 tricks, the Shadow 4. The difference is 2, so turn up two more track cards. With 5–5, the Shadow wouldn't move at all.
If the last track card is turned up, the Shadow wins at once. Otherwise, take the 8s off the suit order, gather all 25 playing cards – including the 5 set aside – and start the next round.
Winning the game
- The Shadow wins as soon as all ten track cards are face up.
- The Keeper wins if at least one track card is still face down after the third round.
Differences from Jekyll vs. Hyde
Split Mind uses the rules of Jekyll vs. Hyde: three suits of 1–7, four elixirs worth 2+ to 5+, ten cards dealt and five set aside, the growing exchange, the suit order set by play, and the three effects. The original has a game board with an identity track; we use ten track cards instead. The original board shows on whose side the marker stands, and whoever's side it is on leads the round; we set the halfway mark at 5 face-up cards.
Tips for beginners
- As the Keeper, aim for 5–5. Winning too many tricks helps the Shadow just as much as losing too many.
- As the Shadow, push either way. You can win by taking lots of tricks – or by giving them all away.
- The first card of a round matters. The suit you lead first becomes the weakest. Lead from a suit you want to lose with.
- Keep an elixir for the right moment. Against a club it can steal a trick – a swing of two in the difference.
- Count the 5 cards set aside. Five of the 25 cards are not in play, so not every card you are waiting for will come.
Variants
Optional – agree before you start. This variant comes from the original rules.
- Return match: play two games and switch roles. Each time you are the Shadow, you score 1 point per track card turned up (10 if you finished the track). The higher score wins; if both scored 10, the player who needed fewer rounds wins. Otherwise it is a draw.
Background & history
- Family: Trick-taking game (two players, asymmetric goals)
- Origin: Adaptation for this site (2026) of Jekyll vs. Hyde (Geonil, South Korea 2021)
- Also known as: –
- Related games: Jekyll vs. Hyde, German Whist, Vidrasso, Oh Hell
Split Mind is not a traditional game: it was written for this site so that the ideas of Jekyll vs. Hyde can be played with an ordinary deck. Jekyll vs. Hyde was designed by the Korean designer Geonil and published by Mandoo Games, with artwork by Vincent Dutrait; the rulebook is dated 2020, and BoardGameGeek lists the game under 2021. Many foreign editions followed. The game is based on Robert Louis Stevenson's novella Strange Case of Dr Jekyll and Mr Hyde (1886): one player is Dr. Jekyll, trying to keep his balance, the other is Mr. Hyde, trying to take over.
Its central idea is the lopsided goal. Both players take tricks in the usual way, but after each round the marker on the identity track always moves towards Mr. Hyde, by the difference in tricks – so Jekyll must keep the tricks even, while Hyde is happy with any big gap, in either direction. On top of that, the suit order is not fixed but made by the cards played, and potion cards trigger effects depending on the suit they meet. The game was the runner-up for the German À la carte card game prize in 2022 and was nominated for the Golden Geek award for the best two-player game of 2021.
Our mapping uses the Ace to 7 of three suits for the three colours, the 2 to 5 of spades for the four potions, the three 8s as markers for the suit order and ten spare cards as the track. The names and texts are our own. If you enjoy Split Mind, the original with its beautiful cards is well worth buying.