Order the Metroid games by Samus’s own chronology — the canonical story order, not the order they were released. You place all 10 cards in the right order, one at a time. You start with three lives, and ten right in a row wins a lost one back.
These cards are Metroid games, ordered by Samus's own chronology rather than by release. Under each title is the planet or place where the game happens. One game starts on the line with its place in the story showing. Slot each new card into a gap. When you're right, its position in the order is revealed; when you're wrong, it still goes where it belongs and you lose one of three lives.
Release order is a poor guide, because the series filled gaps in Samus's history long after the fact. A planet that shows up on more than one card hosts different missions, so the same place doesn't mean the same moment. Later adventures tend to follow straight on from one another, and remembering what set each one off is the surest way through.
This deck has been played 11 times. An average run places 6.3 cards, and 82% of all placements land in the right spot. 73% of runs place every card.
The cards players get wrong most often:
Here are 10 of the 10 cards you might be dealt. Their values stay hidden until you place them.












