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Story, Rules
& What's Next

Everything about ASA NTI in one place — the Adinkra stories behind the suits, the complete rules, and what's coming next.

Gold Suit

AHENNIE

"The name of this symbol translates to Kingship."

This symbol represents the Gold suit in the card deck. AHENNIE embodies the sovereign authority that defines Asante leadership — the grace of command, the weight of responsibility, and the brilliance that comes with holding power for the good of the people.

In the Asante Kingdom, the concept of Kingship extended far beyond the individual ruler. It was a responsibility held collectively by the royal court, the elders, and the people themselves. The Asantehene sat on the Golden Stool — a symbol not of personal power, but of the collective soul of the Asante nation.

"To rule is not to own — it is to serve with authority."

In the game, AHENNIE is the Gold suit — twelve cards from the Nana down to the 5. In every trick the suit led rules the table, and a Gold Nana can command it.

Red Suit

BAMMƆ

"The name of this symbol translates to Protection."

This symbol represents the Red suit in the card deck. BAMMƆ speaks to the warrior tradition of the Asante — the unseen shield that guards the community, the courage that stands between the people and harm.

The Asante were renowned throughout West Africa for their military organisation, their bravery, and their complex systems of mutual protection. The BAMMƆ symbol draws on this tradition — not as a symbol of aggression, but as a symbol of vigilance and care.

"True protection does not advertise itself — it simply holds the line."

In the game, BAMMƆ cards form the Red suit. Follow suit when you can — or play strategically when you cannot. To hold a BAMMƆ card is to hold a line.

Green Suit

AHABAN ANIWA

"The name of this symbol translates to Eye of the Leaf."

The symbol represents potency, health, and vitality found in plants. This symbol represents the Green suit in the card deck. AHABAN ANIWA is the wisdom of nature — the knowledge of healers, herbalists, and those who understand that true power grows quietly.

In Asante tradition, the forest was not merely a resource — it was a pharmacy, a library, and a sanctuary. The knowledge of plants, their healing properties, and their spiritual significance was held by specialists whose wisdom was as prized as that of any warrior or ruler.

"The leaf sees everything — it watches with a quiet, patient eye."

In the game, AHABAN ANIWA cards form the Green suit — the quiet, steady hand. Patience and timing with this suit can turn the fifth trick in your favour.

Heritage Timeline

Roots of the Game

Origins
The Asante Kingdom established itself as one of West Africa's most powerful and culturally rich states, developing a sophisticated system of governance, art, and symbolism.
Adinkra Symbols
The Adinkra visual language emerged — a collection of symbols encoding proverbs, concepts, and philosophical ideas that remain in use across Ghana and the diaspora today.
The Kente Connection
Asante weavers developed Kente cloth — a royal textile woven with symbolic patterns, each colour and pattern carrying specific meanings related to royalty, heritage, and identity.
2024 — ASA NTI
The ASA NTI Card Game is born — a creative reimagining of these symbols, stories, and values through the medium of gameplay, designed to bring Asante heritage to new generations.
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The Game in a Nutshell

A Trick-Taking Game of the Asante Court

Each hand, everyone gets five cards and plays one card to each of five tricks. The highest card of the suit led takes the trick, and special cards bend that rule. Only the last trick scores: whoever takes the fifth trick earns points, and more of them for winning it with a humble 5 or 6. The art of ASA NTI is to spend the first four tricks wisely and keep the right card for the end.

The Basics

Players & Cards

ASA NTI is played by 2, 3 or 4 players. The full deck has 48 cards, but a game uses 39: the 2, 3 and 4 of each standard suit stay in the box.

48
Total Cards

Three standard suits of 15 cards, plus a sacred fourth suit of 3.

39
Cards in Play

Nana down to 5 in Gold, Red and Green (12 each), plus the Golden Stool and two Okomfo.

5
Cards Dealt

Three each, then two each. The rest form the draw pile.

5
Tricks Per Hand

Only the winner of the fifth and final trick scores points.

SuitMeaningCards in Play
Gold (Ahennie)Kingship12: Nana down to 5
Red (Bammɔ)Protection12: Nana down to 5
Green (Ahaban Aniwa)Eye of the leaf12: Nana down to 5
Fourth suitThe sacred cards3: the Golden Stool and two Okomfo
Card Hierarchy

Ranks High to Low

Standard Suits

Nana (highest)
Queen Mother
Divisional Chief
Sub-Chief
Local Chief
Okyeame
10, 9, 8, 7, 6, 5 (lowest)

Fourth Suit

Golden Stool — the highest card of all. Whenever it is played, it wins the trick.

Okomfo (×2) — on its own, the lowest card in the game. Also known as Anokye. Played on top of another card it forms a Force King.

Overall Ranking

Golden Stool (always wins)
Nana
Force King (just below a Nana)
Queen Mother → Okyeame
10 → 5
Okomfo (lowest on its own)

The Deck

Meet the Cards

The 39 cards in play, highest first. Tap a card to see it up close.

The 2, 3 and 4 of each suit stay in the box.

How to Play

Deal & Play

01
Choose Dealer

Choose the first dealer at random. After that, whoever won the last hand deals the next one.

02
Deal Cards

Deal three each, starting with the player on the dealer's left, then two each, finishing with the dealer. Play always moves clockwise. The remaining cards form the draw pile, used only by the Force King.

03
Lead a Card

The player on the dealer's left leads the first trick. Nobody may lead the first trick with an Okomfo, and the Golden Stool can't be played at all in the first trick.

04
Follow Suit

Follow suit if you can; if not, play any card. The highest card of the suit led wins. A card of another suit can't win, however high, unless a special rule says otherwise.

05
Five Tricks

Whoever takes a trick leads the next. Each player keeps the cards they have played in a pile in front of them. A hand is five tricks.

If two cards would ever be equal, the one played first wins.

Special Rules

The Sacred Cards

01
Golden Stool

The highest card in the game — whenever it is played, it wins the trick. It may only be played in tricks 2, 3 and 4: never in the first trick and never as your last card. In those tricks you may play it even if you could follow suit, and if you still hold it in trick 4 you must play it. If you lead it, name a suit (Gold, Red or Green): that becomes the suit led, and the others must follow it if they can. Played as a follow, the trick keeps the suit already led.

02
Okomfo on Its Own

The lowest card in the game. It may follow in any trick and lead from the second trick on. When it leads, the suit led stays the one led in the previous trick and the Okomfo counts as a 1 of that suit: any card of that suit beats it, but if nobody follows, it wins.

03
Okomfo — Force King

Play an Okomfo on top of a second card from your hand, both at once. When following, the card underneath must be of the suit led; when leading (from trick 2) it can be any standard card, and its suit becomes the suit led. The card underneath can't be a Nana (or the Golden Stool). A Force King ranks just below a Nana: it beats every other card, but never a real Nana. Then draw one card from the draw pile. If you draw the Golden Stool in trick 4, put it back at the bottom and draw again.

Advanced Rules

Powers of the Court

Two extra powers are played together as the Advanced rules. They are normally on — agree before you start whether you are using them, and keep the same rules for the whole game.

04
Queen Mother — Any Time

You may play a Queen Mother whatever suit was led, even if you could follow suit. A single Queen Mother of another suit counts as the Queen Mother of the suit led: she beats the Divisional Chief and everything below it, and loses only to that suit's Nana, a Force King or the Golden Stool.

05
Bickering Queens

If two or more Queen Mothers land in the same trick, every one that is not of the suit led counts for nothing. A Queen Mother of the suit led keeps her normal rank.

06
Okyeame — In Court

If you play a Nana and then play the Okyeame of the same suit as your very next card (in the following trick), that Okyeame is In Court: it beats the Divisional Chief and every card below it. It still needs to be in the suit led to win, and still loses to the Nana, the Queen Mother, a Force King and the Golden Stool.

Playing without the Advanced rules

The Queen Mother is an ordinary card: she must follow suit like any other, can't win a trick of another suit, and ranks just below the Nana in her own suit. Bickering Queens never applies. The Okyeame is simply the card above the 10.

Scoring

How Points Work

Only the winner of the fifth trick scores, depending on the card they won it with. The winner of each hand deals the next.

Winning Card in Trick 5PointsNote
A 53 ptsA 5 usually only wins if you lead it and nobody can follow suit — which is why it pays the most
A 62 ptsWin the final trick with a 6
Any other card1 ptWin the final trick with any other card
Winning the Game

Keep playing hands. The first player to reach the target score wins: 5, 10 (the usual choice) or 15 points — or play endless hands for as long as you like. Agree on the target before you start.

Quick Reference

What Beats What

Card or PlayStrengthNotes
Golden StoolAlways winsTricks 2–4 only; forced in trick 4; the leader names the suit
NanaTop of its suitIn the suit led, only the Golden Stool beats it
Force KingJust below a NanaOkomfo on a card of the suit led (not a Nana); then draw
Queen MotherBelow the NanaAdvanced: playable any time, counts as the suit led's Queen Mother
Okyeame In CourtAbove the Divisional ChiefAdvanced: right after your own Nana of that suit
Divisional Chief … 5Normal rankMust be in the suit led to win
Okomfo led aloneA 1 of the suit ledWins only if nobody follows
Okomfo followingCan't winThe lowest card in the game

If two cards would be equal, the one played first wins.

01
Expansion Packs

New card sets exploring additional Asante symbols, historical figures, and advanced gameplay mechanics are in active development. Each expansion will introduce new special cards and suit variants.

In Development
02
Digital Edition

A digital version of ASA NTI is in development, so players across Ghana and the diaspora can play together wherever they are. Follow @asanticards to hear when it launches.

In Development
03
School Programme

A cultural education initiative to introduce ASA NTI in schools as a tool for teaching Asante history, Adinkra symbolism, and Ghanaian heritage in an engaging, interactive format.

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