PullDoku is a hybrid card puzzle: place cards on a 4×4 grid to score pairs, straights and flushes — then survive Sudoku Mode, where no suit can repeat in a row or column. Defeat the Boss, earn Champion Cups and climb the global ranking.
A card game, a puzzle and a roguelite campaign — all on one 4×4 grid.
Place one card per turn on the 4×4 grid. Complete pairs, triples, straights, flushes or four-of-a-kind in any row or column to score — high cards (A, J, Q, K) add bonus points to the combo.
The advanced mode adds one brutal rule: the same suit can never repeat in a row or column. Every placement becomes a puzzle — and Ghost or Shield Jokers become your best friends.
Four phases with rising score targets, 12 turns each and 3 hearts per run. The final Boss deals you only 2 cards per hand — beat it to collect the entire run's score as Champion Cups.
Spend Champion Cups on 13 Jokers across Specials and Boosters: multiply your next combo, freeze a turn, draw the most useful card, shield an invalid move, or revert your last play.
Sign in with Google and every Boss you defeat adds to your monthly total. Live podium, top places and your own position always visible — scores reset on the 1st of every month.
9 looping music tracks (5 free, 4 unlockable with Cups), full volume controls, vibration, light and dark themes, and guided tutorials for both modes. English and Español supported.
Every screen of the game — from the main menu to the global ranking.
Drag cards from your hand onto the 4×4 grid. Score bar, phase indicator, turns, deck and discard pile — everything visible at once. Balatro-style floating score popups celebrate every combo.
Pick your difficulty before each run: Normal for balanced matches or Sudoku for the real challenge.
The same board, one extra rule that changes everything: a suit can never repeat in a row or column. Valid cells glow as you drag — invalid ones warn you in red before you drop.
The in-game reference: all 7 scoring hands with sample cards and points, plus the high-card bonus table. Only the newest, highest hand scores on each placement — choose wisely.
Two tabs — Specials and Boosters — with 13 Jokers priced from 80 to 200 Cups. Buy them between runs, activate them mid-game, and watch each one shatter on screen with its own burst animation.
The Boosters tab: Strength (+50), Recharge, Shield, Turbo, Magnet and Repeat.
A live monthly leaderboard powered by your Google account. The podium and header stay fixed, the list scrolls, and your own position is always pinned at the bottom — even outside the top.
Pick your soundtrack mid-game: preview any track, equip your favorite and unlock 4 premium tracks with Champion Cups. Sound effects duck the music instead of cutting it.
Two interactive tours — one per mode — with a spotlight that highlights the exact cell and card to use at every step. Learn combos, discards, the Joker, the shop and the Cups in 13 steps.
The Sudoku tour teaches the no-repeat suit rule with a real trio on the board.
7 scoring hands, from a humble Pair to Four of a Kind — plus bonus points for every high card in the combo.
Specials bend the rules, Boosters push your score. Every Joker has its own art, price in Champion Cups, and a burst animation when used.
The in-game currency — earned only by defeating the Boss, spent on Jokers and premium music. No real money, ever.
Cups are paid out once per run — when you beat the final Boss. You receive the full score accumulated across all four phases, in a single payout.
Phase scores accumulate toward the Boss payout — but lose your 3 hearts before beating it and the entire run's score is gone. Risk and reward.
Each win on the same day raises the next run's score targets by +20 — higher difficulty, but a bigger Boss payout when you conquer it.
No real money. Every Cup is earned by beating the Boss.
Four phases, twelve turns each, three hearts per run — and a Boss that only deals you two cards.
The warm-up. Learn the deck, build your first combos and bank an early score toward the Boss payout.
The target climbs. Pairs alone won't cut it anymore — start hunting straights and triples across rows and columns.
The last stop before the Boss. Manage your discards carefully and save your best Jokers for what comes next.
The Boss deals you only 2 cards per hand — one to play, one to discard. Beat it and the entire run's accumulated score becomes your Champion Cups.
Lose your 3 hearts and the whole run's score is gone — the Boss pays everything or nothing.
Same board, same deck, two very different puzzles. Pick your jester hat.
Balanced challenge, medium matches, accessible strategy. All 7 hands available — perfect for learning the combo engine and farming your first Cups.
Higher challenge, longer matches, one merciless rule: no suit repeats in any row or column. Flush is off the table — Ghost Jokers become gold.
Both modes share the campaign: 4 phases · 1 Boss · 3 hearts
9 looping tracks — 5 free, 4 premium unlockable with Champion Cups — plus 15 sound effects tied to every action in the game.





9 tracks · premium ones unlockable for 1 200–2 000 Champion Cups
The King fears no sword and no army. He fears a pair — the one hand he can never hold. Bring him two of a kind, and the crown is yours.— The Pairless King, PullDoku
Ten rules are all you need to start — the guided tutorials teach the rest.
Download PullDoku free. No subscriptions, no paywalls — every Cup is earned at the table. Can you dethrone the Pairless King?