Play guide

The cards & what they do

Nigerian Whot in plain language — shapes, specials, and how onchain stakes work (Challenge Agent or friends).

How to win

Be the first to empty your hand. On your turn, play one card that matches the top of the pile by shape or number. If you cannot play, go to market (draw 1) and your turn ends.

  • Match the top card’s shape (e.g. Circle on Circle).
  • Or match its number (e.g. 7 on any other 7).
  • Whot (20) can be played on anything, then you call a shape.
  • Legal cards glow orange so you can see what you can play.

The five shapes

Classic Whot suits, cream faces, bold red geometry.

7
7
Circle
3
3
Triangle
11
11
Cross
10
10
Square
4
4
Star

Special cards

These numbers always have an effect when played (on any shape that has that number).

1
HOLD ON
1

1: Hold On

Play again

After you play a 1, you play again immediately. Use it to keep pressure or empty your hand faster.

2
PICK 2
2

2: Pick Two

Attack

The next player must draw 2 cards, unless they play another 2 to stack the penalty (Pick 2 + Pick 2 = draw 4, and so on).

5
PICK 3
5

5: Pick Three

Strong attack

The next player draws 3 cards, unless they stack another 5. Stacks only with other Pick Threes, not with Pick Twos.

8
SKIP
8

8: Suspension

Skip

The next player is suspended (skipped). In a 2-player game you effectively get another turn after the skip.

14
MARKET
14

14: General Market

Market

Your opponent goes to market and draws 1 card from the pile. A classic Naija special.

20W
WHOT20
20W

20: Whot

Wild

Play anytime. Call any shape (Circle, Triangle, Cross, Square, or Star). The next player must match that shape or play another Whot.

Stacking & defence

  • Pick Two stacks with Pick Two. Pick Three stacks with Pick Three only.
  • If you cannot (or will not) stack a pick, accept the penalty and draw the cards.
  • Hold On and Suspension let you keep tempo; General Market forces a single draw.

Onchain stakes (WhotWhot)

Onchain play always uses real Megapot tickets. Each side locks 1 ticket in escrow. After the game, both players dual-confirm the winner — winner takes both NFTs.

  • Challenge Agent — you stake 1 ticket; the Agent wallet stakes 1 ticket (buys one if it has none). Play Whot vs the house AI. Winner takes both tickets.
  • Play with Friends — create or join a table, each player locks 1 ticket, then ready up. Same winner-takes-both settle after dual confirm.
  • Practice vs AI — free, no wallet, no tickets. Learn the rules and replay anytime. Not a stake match.
  • Abandoned Active matches can be cancelled after 2 hours; each ticket returns to its original staker. Waiting tables (no opponent yet) can cancel anytime before start.
  • If Megapot draws while tickets are still in escrow, prizes stay on the NFT — claim on the match tickets page after settle or cancel.