Stir the Pot
8 cards · dark border
Play order reverses: clockwise becomes anti-clockwise, and back again.
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A fast, chaotic and cutthroat card game about matching colours and peppers. First to use all their cards wins. One card left? Shout LOCO!
Special cards print their effect on the card. The full rules are below.
Meet the peppers. Every pepper comes in all four colours.
Check the border. Cream-bordered cards can be played out of turn, as a twin of the top card. Dark-bordered cards can only be played on your own turn.
Cream-bordered cards: the 64 pepper cards and the 8 Salsa Slaps. Every other card has a dark border.
Play one of your cards onto the play pile. It must match the top card by colour or by pepper, or be a wild, which matches anything. If you play an action or wild card, its instruction happens right away.
Your cards
There's no passing. Your turn only ends when you lay a card. Until then, you can do either of these, in any order, as many times as you like:
Only the player whose turn it is can ask for help. You can ask even if you already have a card you could play, and bluffing is allowed. Helpers can give anything, including Milk Chaser or a card that doesn't fit, and nobody has to help.
Got a twin? If you hold two identical cream-bordered cards, play them together as one turn: two of the same pepper in the same colour, or two Salsa Slaps of the same colour. No other card can be twinned.
Cream-bordered cards are the 64 pepper cards and the 8 Salsa Slaps. See What's in the box.
If you hold an exact twin of the top card, you can play it straight away, even when it isn't your turn. It has to land before the player whose turn it is lays their card. Play then continues from you, as if you'd just taken your turn.
Action card on top? Finish its action first, then anyone can jump in. Salsa Slap works the same way: once a slap is over, anyone holding its exact twin can jump in and start another.
First card to touch the pile wins. If two cards land together, the first one down stays and the others go back to the players who laid them.
Before the game, agree how you'll settle a tie, like who slapped last: talk it out as a table, rock-paper-scissors between the players involved (loser draws), or a coin flip.
Every action and wild card prints a short reminder of what it does. Here's the full version. Tap a card to see it bigger. “Stacking” means laying a Hot Sauce straight onto one aimed at you, so the penalty grows and moves on.
Coloured action cards: play on the same colour, or on the same card. Two of each in every colour.
8 cards · dark border
Play order reverses: clockwise becomes anti-clockwise, and back again.
8 cards · dark border
The next player draws 2, then still takes their turn.
Or they can lay their own Hot Sauce on top straight away, instead of drawing. They draw nothing, and the spice builds: the following player draws 4, then 6, and so on. Hot Sauce only stacks on Hot Sauce.
8 cards · dark border
The next player loses their turn completely.
8 cards · cream border
Plays just like a pepper card: on its own colour or on another Salsa Slap, and out of turn only as an exact twin of the top card. When it lands, everyone slaps the pile. The last player to slap draws 2, or 4 if two Salsa Slaps were played as twins. Play continues from whoever played it.
Big group? With lots of players, slap the table instead of the pile in the middle, so nobody gets hurt reaching in. The table votes on who was last, and majority rules.
Wild cards: play on anything. After a wild, the player who laid it picks the next colour.
6 cards · dark border
Choose any colour. Play carries on in that colour.
4 cards · dark border
Choose the colour. The next player draws 5 and loses their turn. Because they lose their turn, they can't lay a Reaper back: Reapers don't stack.
1 card · dark border
Whoever lays Blender collects every player's cards, shuffles them, and deals them back out one at a time, starting with the player on their left, until all are dealt. With 4 players holding 16 cards between them, everyone ends up with 4. Once the reshuffle is complete, they choose the colour.
2 cards · dark border
Choose a player and swap all your cards with theirs. Then choose the colour.
2 cards · dark border
Every player passes all their cards to the player on their left. Then choose the colour.
1 card · dark border
On your turn, play it to cancel the action or wild card played just before you, before you have to follow it. If that card is part of a stack, the whole stack is cancelled and nobody draws. For example:
Milk Chaser is your play for the turn. The cancelled card stays on the pile, you choose the colour, and play continues to the next player. Milk Chaser can't be cancelled, and it can't be your last card. Don't have it? Another player can slide it to you when you ask for help.
As soon as you're down to one card, shout LOCO! before the next player finishes their turn. If another player yells LOCO! before you do, you draw 2.
It doesn't matter how you got down to one card: on your turn, by jumping in, or after a Taco Trade, Hot Potato or Blender. After any swap, anyone now on one card shouts right away.
The first player with no cards left wins. If your last card is an action or wild card, including Taco Trade, Hot Potato or Blender, you still win. The game ends straight away, and no cards move.
When another player asks for help, you can give them your very last card. You win the moment they touch it. If you hadn't shouted LOCO! yet and someone catches you before then, you draw 2 instead and the game carries on.
The winner signs the card that won the game, using the marker from the box: your name, the date and, if you like, a short note.
Don't cover the pepper, the card's title or its instruction text, so the card stays easy to read and play. If twins won, sign one of them. If you won by giving, sign the card you gave away.
Signed cards go back in the deck. The more you play, the more stories the deck holds.
The two blank Personal Recipe cards aren't part of the standard 112-card deck. Leave them in the box for your first few games. Once your group knows how Chili Loco plays, use them to invent your own wild cards.
Before you deal, agree one rule for each card as a table and write it on the card in pencil, so you can change it next game. When someone plays a Personal Recipe, follow its rule, then they choose the colour. Milk Chaser can cancel it.
| Situation | What happens |
|---|---|
| Starting cards | 6 cards each |
| First card flipped | Counts as if the dealer played it. A wild takes the colour of the bottom card of the draw pile. |
| What can I play? | Same colour or same pepper. Wilds go on anything. |
| Can't play | Draw or ask for help, as often as you like, until you lay a card |
| Asking for help | Cards come face down. Touch it and it's yours. Bluffing is allowed. |
| Twins | Two identical cream-bordered cards (pepper or Salsa Slap) play together as one turn |
| Out of turn | Cream border only. Play the exact twin of the top card before the on-turn card lands. Play carries on from you. |
| Stacking | Hot Sauce only. Lay one straight onto a Hot Sauce instead of drawing, and the next player draws 2 more. Reapers don't stack. |
| Salsa Slap | Plays like a pepper card. Last to slap draws 2, or 4 for twins. |
| Milk Chaser | Your turn only. Cancels the action or wild played just before you, or a whole stack. Never your last card. |
| Forgot LOCO! | Draw 2 if another player yells LOCO! before you do |
| Win by giving | Give your last card to a player who asks for help |
| Winning | First to run out of cards. Sign and date the winning card. |