
- BGG rank
- BGG #25,800
- BGG rating
- 5.7
GEAR
- 2–5 players
- 10 min
- Complexity 2.0/5
- 2024

2026
Rules assistance for Charuma
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Charuma is a board game released in 2026 for 2–5 players, 20–45 minutes per game, and ages 8 and up. It was designed by Takashi Saito and its main mechanics are Auction / Bidding, Turn Order: Stat-Based, and Score-and-Reset Game.
Charuma is a trick-taking game with a fast bidding phase and a partially closed hand. The card game has only two suit colours (blue and red). The cards are numbered from 1 (Ace) to 10, and there are two copies of each card. In a game of Charuma, each player has two cards in their hand, which they do not show to the other players. The rest of their hand is placed on the table in front of them, face up. At the start of each round, you must use your victory points to buy these visible cards in a quick bidding phase based on the cards you have in your hand, your position in the turn order, and the other cards you see on the table. It is up to you to decide which hand is best for you and how much you are willing to pay to get it. Once the auction is over, the game phase begins. The first player starts the first trick by playing 1 or 2 cards. If you play 2 cards, you must play a pair (two-coloured or single-coloured), i.e. 2 cards of the same value. Charuma offers some fairly simple tricks to disrupt the natural value of the cards and ensure that it is not always the 10 that wins the trick: - If two identical cards are in a trick, the second card played is stronger than the first. This will occasionally prompt you to lose the hand to reverse the cards' value. - If you have the suit requested visible in your hand, you must play it. If you do not have the requested suit visible in your hand, or if you have it but it is hidden, you are not obliged to play it. You must discard the number of cards requested, but you cannot win the trick. - If an ace and a 10 of the same suit are in the same trick, then the ace is not worth 1, but, in this case and only in this case, it beats the 10. If you open a trick with a pair of cards (e.g. two suits), you force your opponents to play pairs (in this case, two suits). The three rules above apply. If a player does not have a two-colour pair, they discard two cards without any colour restrictions but cannot win the trick.A pair 2 reds cards can therefore beat a nine and a ten. Each trick earns you 1 point, or 2 points if it is an open trick with a pair (2 cards per player). Each Ace earns you a bonus of 1 point, and the last trick earns you another bonus of 2 points. Charuma thus encourages you to take risks with the cards you keep for the end of the round. There are quite a few points to be earned, but you don't know whether to keep blue, red, or a specific combination. All this means that each bidding phase requires you to make choices and manage your victory points throughout the game. Charuma is a trick-taking game that involves analysis, control, and a degree of risk-taking. It's up to you to find or place the cursor between these different factors. —description from the publisher
Charuma 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 Charuma is 20–45 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 Charuma 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.
Charuma has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-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.
Charuma belongs to these categories: Card Game. Its main mechanics are Auction / Bidding, Turn Order: Stat-Based, and Score-and-Reset Game. 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 Charuma are: Takashi Saito. 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 Charuma 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.