
- BGG rank
- BGG #349
- BGG rating
- 7.3
Lost Cities
- 2 players
- 30 min
- Complexity 1.5/5
- 1999

2025
Rules assistance for 10 to Leave
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
10 to Leave is a board game released in 2025 for 2–5 players, 10–20 minutes per game, and ages 8 and up. It was designed by Kula and its main mechanics are Hand Management.
10 to Leave is a card game in which players take on the role of mischievous mosquitoes aiming to disturb SleepKid. The goal is to skillfully maneuver your mosquito cards to avoid being swatted while minimizing penalty points. Players must use strategy, timing, and bluffing to outsmart their opponents and ensure their mosquitoes escape unscathed. During the game, players take turns placing mosquito cards into queues near SleepKid. They can perform additional actions, such as peeking at cards or rearranging the queue order, or they can skip additional actions to wake up SleepKid at a favorable moment. When SleepKid wakes up, they begin swatting mosquitoes based on the total numbers on the cards in each queue — whether swatting with their bare hands, grabbing a defense tool, or, if the total equals exactly 10, missing completely and letting all mosquitoes in that queue escape safely. At the end of the game, players add up the numbers on their swatted mosquito cards as penalty points. The player with the fewest penalty points wins, while the one with the most penalty points learns they might not be the best mosquito! It's a game of wit, strategy, and a bit of luck, perfect for those who enjoy lighthearted competition.
10 to Leave supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for 10 to Leave is 10–20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 10 to Leave for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
10 to Leave has a complexity rating of 1.3 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
10 to Leave belongs to these categories: Card Game and Number. Its main mechanics are Hand Management. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 10 to Leave are: Kula. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 10 to Leave as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.