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Flash 10

#146152BGG ↗

2013 · 2-5 players · 20min · weight 1.00 · 257 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
146152
Name
Flash 10
Year
2013
Rank
12231
Min players
2
Max players
5
Playing time
20
Min playtime
20
Max playtime
20
Avg weight
1
Num weights
10
Bayes avg
5.55902
Average
6.25826
Users rated
257
Num owned
741
Wanting
7
Wishing
44
Num comments
45
Fetched at
Wed Apr 29 2026 05:35:40 GMT+0000 (Coordinated Universal Time)
Mechanisms (1)
Pattern Building
Categories (2)
Card GameReal-time
Description (1680 chars)

Wolfgang Kramer's Flash 10 is a quick-playing take on the Rack-O game system, with players trying to arrange cards in numerical order – but doing so all at the same time. The card deck includes 120 cards, twenty showing a thunderstorm and the other hundred numbered 0-99, with each card ending in 0 or 5 showing a lightning bolt. Someone shuffles the deck, then each player receives ten cards face down, which they place in a row in front of them. Playing simultaneously and as quickly as possible, players reveal these cards (without rearranging them), then start taking cards one at a time from those scattered in the center of the table and placing them on one of the ten cards in front of them, thereby creating stacks of cards as the game progresses. If a player draws a thunderstorm card, she can place it on any stack. As soon as a player has ten number cards in ascending order from left to right, she yells "Stop!" and ends the round. If she's correct, she scores 10 points, plus 2 points for ending the round. Each other player scores points for the number of cards in order starting from their left stack. In addition, each card with a lightning bolt (whether in order or not) is worth 1 point, while each thunderstorm card is worth -1 point. Players then shuffle the cards and start another round. Whoever reaches 50 or more points first wins! Flash 10 includes two variants. In one, players can end the round even if they have one or more thunderstorm cards in their row. In the second, players use nine cards instead of ten, and they must arrange their cards in ascending, then descending order with the fifth card in the row serving as the turning point.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.