Highjack! Deck Breakdown and Hints

HIGHJACK! THE CARD GAME

HIGHJACK DECK BREAKDOWN (52 CARDS)

HIGHJACK – QUICK LINKS

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STRATEGY: CHRONIC RULES VS. ONE HITTER QUITTER

When you get deep into Highjack gameplay, you’ll notice there is a large difference in strategy depending on whether or not you’re playing for points. Below is a list of hints that will be most helpful when playing by the “Chronic Rules.” When playing “One Hitter Quitter,” you’re not concerned about points, so ALL “Draw” cards become helpful and duplicate Stash Box cards are useful only in that they decrease the winning odds for your opponent(s).

Below, you’ll find a list of all 52 cards along with their “Win Action” and a hint or two. If you want to be a “Highjack Master,” you’ll need to memorize the quantity of each card in order to calculate your odds of winning a Session or of drawing a particular Stash Box card.

SESSION CARDS (27)

Session_1ONE: Steal any opponent’s entire played/won Session pile. Place their card(s) on top of your current Session pile and perform the Win Action listed on your newly acquired top Session card!

HINT: Session One can win only when all opponents are out of Session cards or when an opponent neglects to call “Highjack!” This card is also a good choice to play if/when forced to ash cards from your hand.

#Cards/Deck: 2 » Point Value: 5

Session_2TWO: The winner of the Session sparks it up!

HINT: Session Two is not likely to win, but it will always beat a Session One. Use this card as a “gimme” when you don’t want to play a higher Session card.

#Cards/Deck: 2 » Point Value: 5

Session_3THREE: The Toker across from the Session winner sparks it up!

HINT: To best use the Session Three card make sure you are aware of how your opponent has been playing. You may win with a Three if your opponent is trying to rid their hand of lower Session cards.

#Cards/Deck: 2 » Point Value: 5

Session_4FOUR: The Toker to right of the Session winner sparks it up!

HINT: Session Four cards are not very strong, but there are 4 of them in each deck. Remembering this may help you play this card at the right time.

#Cards/Deck: 4 » Point Value: 5

FIVE: The Toker to the left of the Session winner sparks it up!

HINT: Session Five cards only win 1/2 the time when left up to chance so … don’t leave it up to chance. Remember which Session cards have already been played and you can increase your odds dramatically.

#Cards/Deck: 4 » Point Value: 5

SIX: The Session winner chooses a Toker to spark it up!

HINT: Session Six cards can often create a “Stoner’s Quarrel” because there are 5 of them in each deck. Use this to your advantage by starting a quarrel and then winning with a higher Session card.

#Cards/Deck: 5 » Point Value: 5

SEVEN: The Session winner may steal a played Cannabis card from an opponent’s Stash Box and add it to their own Stash Box!

HINT: Session Seven is a very strong card. You may want to save this card for when you need the Cannabis Stash Box card.

#Cards/Deck: 2 » Point Value: 5

EIGHT: The Session winner may steal a played Gear card from an opponent’s Stash Box and add it to their own Stash Box!

HINT: You can hurt your opponent by stealing their Gear card even when you don’t need one to complete your Stash Box.

#Cards/Deck: 2 » Point Value: 5

NINE: The Session winner may steal a played Ignition card from an opponent’s Stash Box and add it to their own Stash Box!

HINT: When played at the right time, Session Nine can win you the round and/or game by helping you complete your Stash Box.

#Cards/Deck: 2 » Point Value: 5

TEN: The Session winner may steal a played Toker card from an opponent’s Stash Box and add it to their own Stash Box!

HINT: Only the Highjack card can beat a Session Ten. If the Highjack has already been played, you know that you will win. Also, there are only 3 Toker cards, so stealing this card really hurts your opponent(s).

#Cards/Deck: 1 » Point Value: 10

HIGHJACK ACTION: All opponents stop the game play and spark it up!

HINT: Highjack is the most powerful Session card in the deck. The only way to lose is by neglecting to call “Highjack!”

#Cards/Deck: 1 » Point Value: 20

STASH BOX CARDS (15)

CANNABIS: Stash Box 1 of 4

HINT: You can play more than one CANNABIS card into your Stash Box in order to accumulate points.

#Cards/Deck: 4 » Point Value: 10

GEAR: Stash Box 2 of 4

HINT: You can play more than one GEAR card into your Stash Box in order to accumulate points.

#Cards/Deck: 4 » Point Value: 10

IGNITION: Stash Box 3 of 4

HINT: You can play more than one IGNITION card into your Stash Box in order to accumulate points.

#Cards/Deck: 4 » Point Value: 10

TOKER: Stash Box 3 of 4

HINT: It’s often best to play this card ASAP to get the points out of your hand and into your Stash Box.

#Cards/Deck: 3 » Point Value: 20

ACTION CARDS (10/11)

BOGART: The Toker who plays this action draws 3 cards from the “Take a Hit” pile and holds them in their hand for future play.

HINT: Usually played best toward the beginning of a round. Once your 3 cards are drawn, your turn is over.

#Cards/Deck: 1 » Point Value: 10

MUNCHIE ATTACK: The Toker who plays this action gets to choose an opponent to draw 2 cards from the “Take a Hit” pile.

HINT: Best played when your opponent does NOT need any cards. If played at the start of a round, it may benefit your opponent. If YOU need cards, you can often exchange this one during “Puff Puff Pass” and your opponent may be forced to use it to YOUR benefit.

#Cards/Deck: 1 » Point Value: 10

PARTY FOUL: When this action is played, all opponents “ash” (discard) 1 card from their hand into the “Ashtray”.

HINT: Make all opponents ash a card from their hand (opponents’ choice). Play this when your opponents are low on cards and you believe they are holding only cards they really want/need.

#Cards/Deck: 1 » Point Value: 10

BEAST MODE: The Toker who plays this action chooses an opponent to lose a turn.

HINT: Stop your opponent from winning by skipping their turn. When playing with only 2 Tokers, this action works as an extra turn.

#Cards/Deck: 1 » Point Value: 10

HOUSE RULES: When this action is played, all opponents must draw one card from the “Take a Hit” pile.

HINT: This may be helpful to your opponents at the beginning of the round, but harmful toward the end.

#Cards/Deck: 1 » Point Value: 10

PUFF PUFF PASS: This action requires ALL Tokers to pass a card from their hand to the Toker on their left!

HINT: Get rid of your worst card in your hand by passing it to the opponent on your left-hand side. Tokers with no cards may draw 1 (in order of play) to participate.

#Cards/Deck: 1 » Point Value: 10

MOOCHER: This action allows the Toker who plays it to steal any top Session card from an opponent’s Stash Box, place it into their own Stash Box, and immediately use the Win Action of the stolen card!

HINT: Play this card when an opponent has a high-value Session card in terms of either points or “Win Action.”

#Cards/Deck: 1 » Point Value: 10

PARANOID: By playing this action, you may choose an opponent to “ash” (discard) 2 cards from their hand into the “Ashtray”.

HINT: This card can be helpful are harmful depending on which rules you are playing and where you are in the game. Play this card when you believe your opponent has only good cards in his/her hand.

#Cards/Deck: 1 » Point Value: 10

COUCH LOCK: Cause any 1 opponent to ash a card from their Stash Box into the Ashtray.

HINT: Immediately cripple an opponent by having them ash a Stash Box card (preferably the Toker card as it’s worth more points and is harder to come by).

#Cards/Deck: 1 » Point Value: 10

BAD TRIP: Playing this card causes the action to reverse direction. If play is currently going clockwise, this action will cause the play to go counter clockwise and vice-versa.

HINT: You can help or hurt your fellow Tokers by changing the rotation of play from left to right. In a 2 player game, it simply causes your opponent to lose a turn.

#Cards/Deck: 1 » Point Value: 10

Action_Super-OGSUPER OG (LIMITED): Choose any opponent to take a super hit, then continue play as normal.

HINT: This limited edition 11th action card only exists in 2000 unmarked decks. Use this card to make your opponent super stoney and less competitive.

#Cards/Deck: 1 » Point Value: 10

 

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