Sometimes there's nothing like pulling out a deck of cards and playing a game with family or friends. With so many card games out there you're sure to find one that's perfect for you. You can mix it up by learning how to play Crazy Eights and other classic card games so you'll never run out of different games to play. So whether you're at the beach, sitting at the dinner table, or just trying to pass the time, be sure to have a deck of cards with you. They can offer hours of amusement.
If you're interested in this classic, though, you'll need to learn how to play Crazy Eights. As with any card game, there will be a slight learning curve. But, once you get used to it, you and your friends can play it as often as you desire.
Crazy Eights is a fun, fast-paced card game that can be played by two to four players per deck of 52 cards. In this game, the goal is not to build the strongest hand. Instead, players race to be the first one to discard all of their cards, and whoever does so wins the round. Crazy Eights is also known as Eights and Swedish Rummy, a distant relative of general Rummy. How to Set up the Game To play the game Crazy Eights, there must be a minimum of two players and a maximum of four. A standard 52-card deck can be used with the goal for players to discard all of their cards. Crazy Eights is a shedding-type card game for two to seven players. The object of the game is to be the first player to discard all of his or her cards. The game is similar to Switch and Mau Mau. A standard 52-card deck is used when there are five or fewer players.
Crazy Eights is a very popular game across the globe with a lot of variations and different names. It is also known as Crates, Last One, Swedish Rummy, Rockaway, Switch, and Pesten. The game is very easy to learn. So, let’s start our guide on How to play Crazy Eights. A 52 cards standard deck is used.
Card games were especially popular during and immediately after the great depression. For families that lived in the northern United States where snow would make going outside difficult, sitting inside around the fire and playing card games proved a valuable form of entertainment. Crazy Eights is a card game that first came out during the 1930s, so it's been around more than 80 years. Originally, it was just known as Eights. However, in the 1940s, it became known as Crazy Eights. It took on this name because of its popularity in the military. Individuals discharged from the army for being 'mentally unstable' were known as Section 8s, or Crazy 8s. As playing cars in the military during the Second World War become popular, it took on the name Crazy Eights.
Today, the game goes by several names, and each name comes with slightly different rules. There is one popular version that also comes with its own deck. Some of these variations with different names includes Last One, Rockaway, Switch, Last Card, Screw Your Neighbor, Swedish Rummy, and Craits. Another version called Mau-Mau can get especially odd, as the players can make up new rules as the game progresses.
The popular card game Uno, which uses its own deck, is one variation of the game, although as it has a different deck and some slightly different rules it is a more extreme version of Crazy Eights. While Uno is its own game and comes with its own rule, we recommend it to learn how to play Crazy Eights first and then, when desired learn how to play the other versions
To learn how to play Crazy Eights you'll want to start with the right number of players. It is easiest to play when there is an even number of players. Playing with three or five players makes it a challenge based on how the cards are split up although you may add in a second deck when this is the case to help increase the number of cards.
Once you have everyone sitting at the table, you'll want to deal eight cards to each player. If you are playing with just you and another player you'll only deal seven cards to each player. To continue on with how to play Crazy Eights you'll then take the remaining cards in the deck and place them face down on the table. Position it in the center of the table to make it easy for everyone to have access to.
With the deck in the center of the table, take the card on the top of the deck and flip it over. This becomes the start of the game and is the play suit and number.
The next player after the dealer (clockwise) will then play a card in their hand that either matches the number or the suit of the card that was flipped over. They can also play an 8. The 8 is a wild card. This means an 8 can be played and when the player has neither the suit nor the number. However, if they have a suit or number that matches the card that's in play, those other cards must be played first.
If an 8 is played due to not having any other cards that match the number or the suit, the player laying down the card must call out a suit for the next player to play. The clockwise player must now play the named suit. If a player is unable to play a card that matches the suit and they don't have an 8, they need to draw from the deck. They need to continue drawing from the deck until they have a card that is playable.
This continues on until someone no longer has any cards remaining. This completes the hand. If the entire deck is used and the game is still in play, the dealer then picks up the discarded cards, shuffle these back up, and use this as the draw deck. The last played card should remain out so the next player knows what they need to play off of.
When the hand is done, players will need to score the hand. In Crazy Eights, cards are valued as the number of the card, except for 8s. An 8 is worth 50, and all face cards (also known as court cards) are worth 10. The points of each player are added up and given to the player that won the hand. Before starting the game, the players will decide what the winning number of points is. Typically, when playing with two players the winning amount is 100 points.
When playing with four players the winning value is typically 200 points, and 300 points for six players. Although, it is possible to select any number prior to the start of the game. While it is easier to play with an even number of players, it is possible to play with odd players. The deck will not be split evenly if there is an odd number of players in the game, which is why some prefer not to play it without an even number of players. However, for those who are looking to play with larger groups it is recommended to bring in a second deck.
If you want to add additional cards to the deck without bringing in a secondary deck, you can use the joker card. The Joker card is often used in different ways in different versions of the game. There are basic alterations to the game you can take advantage of after you have learned how to play Crazy Eights.
With this version, if an ace is played it allows the individual to call out a different suit of their choosing. However, the ace can still only be played as normal if it matches a current ace or the current suit. It gives more power to the player to switch what's in play and keeps all the other players on their toes. It also changes strategy with what might be played. The Ace, after all, is only worth one point, so it is often the card is more likely to be saved until the end. However, with this feature, the ace might be used sooner, causing a player to hold on to cards that are more valuable for the winner.
Another variation is a pick-up-2 feature. This works like the 'Draw 2' card in Uno. If someone plays the 2 then the next player is forced to pick up two cards. However, these cards can also be stacked. This means if one player plays a 2 and the second player plays a 2 (after picking up his or her own two cards), the third player is then forced to pick up four cards. Again, like the Ace, it adds additional power to a low card that might normally be held until the end.
On top of this, anything can be used as this draw feature. For example, the 4 can be used for a draw four cards if you want to play with this version. There is no limit to how you can vary and alter the game once you've learned how to play Crazy Eights.
With a little creativity, one can learn to play Mau-Mau. With this variation, each player who wins a hand gets to make up a new rule and hold the other players to that rule without telling them what it is. As the game progresses, the rules become stacked, such that just remembering all the rules becomes almost as burdensome as trying to figure out the new one. Rules can be as simple as 'when a jack is played, reverse the direction of play' or 'when the five of hearts is played, each player passes his/her hand to the player on the right.' The only limit is your imagination.
When learning how to play Crazy Eights, it's a straightforward game. It's easy to learn, fun to play, and doesn't take long to get the hang of. It's also a game you can play with nothing else but a deck of cards and some friends. Whatever you do, once you know how to play Crazy Eights, be sure to have fun!
This page is part of the Invented Games section of the Card Games web site. It is a collection of variations of the card game Crazy Eights.
See also Bartok (in which a new rule is added after each hand), Mao (in which the rules are not disclosed to the players) and the Mao Variants page which features games submitted by readers.
Contributed by Miles Dansereau (killabeez65@hotmail.com)
This game branches off 'Crazy 8 Countdown.' Me and my buddy Jason call it 'Bitch' cause every one bitches when they have to pick up 16 cards.
[Editor's note: a pick up card is one that requires the next player either to draw the specified number of cards from the stock or play another pick up card.]
All 2's, J of H & S, K of H are pick ups. Jokers block pick ups. If a 2 of D is played, you can lay a K of H, and not pick up a single card, the player to your right has to pick up 9, etc,etc,etc. Suits are not relevant when you are facing a pick up card. If you have to pick up,and you get a pick up card, you can lay it,but only at its original value. Jokers stop any picking up, or can be added to make a pair.
Strategy: Only lay a pick up card if you have another one in your hand. It could blow up in your face.
Contributed by Justin Huneke
One Left is a card game especially designed for 2 players and plays like the widely played card game Uno[or like Crazy Eights]. In fact, I created this card game one day after playing Uno with only one other person. We both found it boring. The Reverses and Skips were like an automatic discarded card. Uno just isn't a two player game. Fortunately for you (and me) I've created a 2 player game that’s much better than 2 player Uno. In One Left, there are no Skips. Instead there are Give Ones. There are also no Reverses. There are Pick Up Twos instead. Draws 2's are now draw 3's. There are no Wild Draw Fours You play with a standard deck of 52 cards. With this said, here’s how you play.
Like I've said, One Left plays mainly like Uno. [A standard 52-card pack without jokers is used.] You start by dealing 7 cards to both players. Place the remaining cards in the center, forming the draw pile. Flip the top card off the draw pile and place it beside it, forming the waste pile. Decide who goes first and start playing.
On your turn, you can either play a card from your hand or draw from the draw pile. To play a card, all you got to do is put one card from your hand onto the discard pile that matches either the suit or the number/face value. If you have a card that you can play, you must play it. If you don’t have a card you can play, you must draw.
Along with this, there are other cards that can change the fate of the game. They are as followed:
Give 1: These cards are Kings. You may play these only on matching suits or another King. When you play these cards, give your opponent one card from your hand. Unlike Uno, your opponent's turn is not skipped.
Wild: These cards are Aces. They can be played anytime on anything to change the suit.
Draw 3: These cards are Threes. You can only play these on the matching suit. Your opponent's turn is not skipped.
Pick up 2: These are Twos. You can only play these on the matching suit. When you play these cards, you can shuffle the waste pile! Put the Two you played to the side (do not shuffle the Two into the waste pile). Shuffle the waste pile, place it face down and have your opponent draw the top 2 cards. Then turn the discard pile face up again and replace the 2 on top. If somehow there is no face up card on the discard pile, flip the top one of the stock onto the discard. Your opponent's turn is not skipped.
When you only have one card left you must call 'One Left'. If your opponent calls it before you, you must draw 2 cards. You win when you deplete your hand.
One Left will keep the both of you busy for hours just like its much older brother Uno, but with a few different twists, One Left seems like a whole new card game!
Enjoy!
A variation of the Crazy Eights card game by Albert York
Crazy Pairs is a souped up version of Crazy Eights which adds some strategy to the game. It can be played by any number of players and multiple decks can be used if required.
The deal moves in a clockwise direction.
Each player receives 8 cards. The remaining cards are placed face down to for the stock. The top card from the stock is turned over to start the pile.
If the stock is depleted then top card of the pile is set aside and the pile is shuffled and turned over to form a new stock. The card that was set aside becomes the new pile.
Each player plays in turn clockwise (except as noted below) and may choose to play or pass. If he chooses to play he is not required to draw any cards. However, before he can pass he must take one card (and only one card) from the stock and add it to his hand. After drawing a card he can still choose to pass or play. If he chooses to pass he says 'Pass' and play continues to the next player. A player is never required to play a card.
Basic play is exactly like Crazy Eights. A player may play a card which matches the suit or rank of the card on the top of the pile. Eights are considered wild and may be played regardless of the card on the pile. When an eight is played the player must call the suit for the next player.
When one player has discarded all of his cards then the game is over.
Kicker cards are cards which have special powers when played.
The ability to play off pairs is what makes Crazy Pairs fun and challenging.
After a player plays a card, either by matching the suit or rank of the top card on the pile, if he has one or more cards of the same rank as the one he played he can play those cards as well. This is called a pair. Note that a 'pair' in this game can therefore consist of two, three or four equal ranked cards! However, he must always cover his pair with a cover card. A cover card is a card of the same suit (but of a different rank) then the top card of the pair. If he does not have a cover card he cannot play the pair.
For example, if the 3 of spades is on the pile, the following play would be valid:
In addition, if the player can also pair the cover card he can continue to play. However, he must cover the new pair with another cover card. Another example, which could be played on the 3 of spades:
The following would not be valid to play on the 3 of spades since there is no cover card:
This example would not be a valid play on the 3 of spades because the player did not play a pair:
The following would be a valid play on the three of spades - since a pair can consist of three cards:
A player can continue playing as long as he can link pairs and cover cards. It is therefore possible to win the game in one play, even if he has a handful of cards.
A pair is not limited to two cards. It is the player's option to play all of the cards of the same rank at one time or not. However, the cover card cannot be the same rank as the last card of the pair.
Note: since eights are wild they do not have a suit or a rank. Therefore they can never be played as a pair or a cover card. They must always be played by themselves.
If kicker cards are paired the effect is cumulative. For example, if two jacks are played then the next two players are skipped. If two fours are played and are covered with a jack, then the player following the next player has to take eight cards. If a player is not careful he can end up making himself take cards!
Kicker cards are applied in the following order: aces, then jacks, then fours. So if three jacks are played, followed by two fours, followed by an ace cover card, then the play changes direction, three players are skipped, then that player must take eight cards.
When fours are paired the player they apply to does not have a choice. He must take cards, even if he also has a four.
The winner of the round is the player who discards all of his cards first.
If points are not being kept then the winner of the round is the winner of the game.
Otherwise, the remaining players add up the points in their hands and all points are awarded to the player who won the round. The first player who reaches 300 points wins the game.
The cards are counted as follows:
It can be advantageous to build up pairs in your hand in order to catch your opponents off guard. However, this can backfire if you are playing for points, especially if you have a lot of kicker cards.
It is usually a good idea to keep an eight as your last card since it can be played at any time.
Playing pairs of jacks means you get to play again sooner.
Contributed by Chris Carter
Stalin is a card game based on the principle of 'Uno, but better'. It is also derived from the game Mao.
It can be played with 4 or more players, and cane use as many standard 52-card decks as needed (no jokers).
To start the game, the dealer deals 5 cards to each player, which they are not to look at, and places the deck in the middle of the playing space. Then, all the players are to pick up their hands, and they scramble to play any red card to the left of the deck, from the dealers point of view. Only the first card played is allowed, the rest are returned to their owners hands. This is the start of the rogue pile. Next, the top card of the draw pile is flipped over, to start the play pile.
If there is someone named Emily playing, Play will begin with her, and go away from the dealer, otherwise, normal card game rules are observed [i.e. play starts for the player to dealer's left and continues clockwise].
Play follows the Uno pattern [the same as in Crazy Eights], with cards being played of matching suitor rank on the play pile. If you cannot play on the play pile, you may attempt to play on the rogue pile, but only red cards may be played on the rogue pile. A card played on the rogue pile must also match the suit or rank of the top card of that pile.
Additions to valid plays are: if the previous two cards on a pile add or multiply to a card you have, that card may be played. Picture cards do not multiply, so this rule cannot be used to play a picture card, nor if either of the top two cards of a pile are picture cards.
In a turn, you may play up to 3 cards, or your entire hand (if valid) on the play pile. (For example if you hold 6 cards you can play 1, 2, 3 or 6 cards on this pile but not 4 or 5 cards.) Alternatively, you may play exactly one card on the rogue pile, and after that your turn must end.
At the end of your turn you must always draw one card, and if that card is then the only card you have, you must say 'one in Spanish'.
If you violate any of the rules you receive a penalty card. Penalty cards can also be given out for things such as 'disturbing the peace' or 'questioning authority.' A penalty cannot be challenged, but you can get a penalty for falsely penalizing someone.
To win the game you must play your last card(s) and draw a card off the draw pile. If you get your last card through a penalty, you have made a 'false win', which causes the play pile to be turned into the draw pile, and you get a one card penalty.
Note that in this game, unlike Crazy Eights and Uno, there is no wild card that enables suit to be changed to whatever the player wants.
There are other optional rules such as:
Contributed by David Walters
Deal 5 cards each from a double deck (104 cards) and open one card from the pack, placing it face up beside the stock to start a play (discard) pile.
Each player in turn discards a card of the same suit or rank on the last card played.
If a player is unable to play to the card he or she must take a card from the pack and the turn passes to the player on the left. The player taking a card from the pack cannot play it on that turn.
There are five special cards.
Aces: Wild cards that can be played at any time to the discard pack and a new suit may be selected. Aces cannot be played to a Jack or deuce.
Jacks: When a jack is played the next player must play a picture card but does not have to follow suit.
Eights: When an eight is played the next player misses a turn.
Fives: When a five is played all players pass their hand to the person on their right.
Deuces: When a deuce is played the next player must play a deuce or take two cards from the pack. If a second deuce is played the next player must play a deuce or take 4 cards from the pack - and so on.
Special cards only affect the next person to play. Other players treat it as an ordinary card. If a special card is turned up on the deal it must be played as above.
If a card is played identical to the last card played then all other players add a card to their hand in turn and the person who played the card goes again. If the card is a special card then the player must play on it according to the above rules.
A player playing his or her penultimate card must announce 'last card' to the other players. If the player does not do so he or she must add a card to their hand from the pack.
When a player runs out of cards, the others each add the total value of cards remaining in their hands to their score.
250 (or more) points loses (but see below)
All ordinary cards count their face value; queens and kings count 10.
Special cards count twice their face value, i.e. aces count 22, jacks count 20, eights count 16 and fives count 10.
Deuces double the score of the entire hand. If there is more than one deuce in the hand each deuce doubles the score.
If there are two identical cards in the hand the score is halved. More than one set of identical cards halves the score for each set.
For three or more players it is optional to allow a player whose score has exceeded 250 to win by reaching 500 before all but one player exceeds the 250 score line. Otherwise the player whose score is below 250 while all others are above 250 is the winner.
Contributed by Trevor Cuthbertson
This game works best with 2-4 players.
During each hand, the first player to discard all their cards wins the hand and gets to add points (see scoring) to their score.
When a player discards this card, the next player must draw seven cards and must forfeit their turn. The Zodiac card is determined by the time of year, as follows:
Card | Time of Year | Zodiac Association |
---|---|---|
J | March 21 - April 20 | Aries |
K | April 21 - May 20 | Taurus |
Q | May 21 - June 20 | Gemini |
J | June 21 - July 22 | Cancer |
K | July 23 - August 22 | Leo |
Q | August 23 - September 22 | Virgo |
J | September 23 - October 22 | Libra |
K | October 23 - November 21 | Scorpio |
Q | November 22 - December 21 | Sagittarius |
J | December 22 - January 20 | Capricorn |
K | January 21 - February 20 | Aquarius |
Q | February 21 - March 20 | Pisces |
NOTE: If the dealer turns over one of these 'SPECIAL' cards to begin the discard pile, its special properties DO NOT APPLY. In that case, the person to the dealer’s left begins play according to the normal rules: They must begin their turn by discarding a card that matches the overturned card’s face value or suit. For example, if the dealer turns over the A, then the first person must start by discarding an Ace, a Spade (), or an 8.
If a player 'goes out', i.e. plays all their cards and ends their hand by playing either an Ace or the Zodiac card, the next player in turn has to pick up the 2, 4, 6, 7, or 8 cards. The winner counts them toward his total.
If players use all the cards from the 'draw' pile during a hand, then the dealer must set aside the card currently laying face up on top of the discard pile, and reshuffle the other cards to form the new 'draw' pile.
The first player to discard all their cards wins that hand. That player receives 1 point for each card his opponent(s) hold. The first player to reach 55 points wins the game.
Wild Instapik: The 8 can be assigned to any number card (2 to 10). Before play, remove all J, Q, K and A cards and shuffle the deck. The dealer must 'burn' the top card in the deck by discarding it face-down. The next card dealt from the top of the deck is the assigned 'wild card'. Place all J, Q, K, and A cards back into the deck, reshuffle all cards and proceed with normal play.
Jonny Groves has contributed the rules of Sevens and Eights, a Crazy Eights variant he learned from his Uncle Butch, and Jokers and Nines, a variant of his own invention.
First, here are the rules for Sevens and Eights.
A variant of the above game Sevens and Eights, invented by Jonny Groves .
Contributed by Severino Jose Arguelles IV of Iloilo City, Philippines, who says it is adapted from a Korean game.
Variations can be agreed on, such as who will lay out a card first, how many cards will be given to each player, what the shield cards will be (some are strict and allow only 2 or 3 of the SAME suit as the ace), or other additions. For example traditionally, as soon as a player has one card left, he should say in a loud voice 'One Card!' because if another player says 'One card!' first, then the player with one card should pick another. A 'Stupid Card' is an incorrect card which is thrown out by mistake and if you want, you may assign a penalty of picking up one card for this violation.
Contributed by John Ackerman
Number of players: 4-8
The deck: 4 regular 52-card decks, with 2 jokers each.
Game play: The cards are shuffled and 8 cards are dealt to each player. The top card is then turned, and the rest of the cards are placed face down into two stacks (two instead of one, just for the convenience of having stable piles within reach of all players). Basic game play is like Crazy Eights. (First player is to the left of the dealer. If the first card turned up is an eight or joker, the dealer calls the suit BEFORE looking at his hand. If any other special action card is the first turned up, it is treated as if the dealer played it. Play proceeds to the left, with each person either laying down a card of the same suit and/or number as the one that is face up, or, if he can't, drawing a card from either of the two draw stacks. The hand finishes when one of the players runs out of cards.)
38's differs from Crazy Eights in the following ways:
If you can't play, and have to draw, if you're able, you CAN play the card you just drew. (For example, there's a 4 of spades on the table. You don't have a four, or any spades, or an eight or Joker. You draw a card, and it is a spade. If you want to, you can immediately play it down, before the next person plays.)
You can only draw if you can't play anything in your hand. If you have something that you can play you MUST play it, even if you don't want to.
If a person has a card of the same suit AND number as the one that is on the top of 'the stack' (face up) he can lay it down, regardless of whose turn it is. This is called a 'speed-in'. Play then precedes to the left of the player who 'sped-in'. (Although not required, it usually makes the game slightly less confusing if the player yells 'SPEED-IN!' as he does so.) If a player 'speeds-in' but the person who's turn it was plays a card first, then the person who 'sped-in' must return his card to his hand, and play continues from the person who's turn it was. If multiple special cards are sped-in in a row, each person who sped-in, in the order that they sped-in, does the action of the special card. (For example: If someone plays a jack then two other people speed-in a jack, the first person chooses who's hand to switch with, then the next person to speed-in chooses, then the next. etc. If someone plays a spade queen and someone speeds in with a spade queen, then the next players in the direction of play from each of the spade queens must pick up 13 cards.)
'Double speed-ins' are also possible. Let's say a 6 of spades is played. If you have two sixes of spades in your hand, you can play one, and then immediately play the other. Thus speeding in with both cards. You can 'double speed in' on anything except an Ace. The reason for this, is that after you play the first Ace the hand is no longer yours, because you pass hands (see below). The person who gets your hand can if he chooses, play the Ace.
Jokers and 2's are REQUIRED to speed in if possible. The reason for this is that because they add, someone might hold on to the card until after the person has drawn THEN speed in, making someone else draw cards as well.
If a player has one card in his hand (no matter how he got it), he must say 'One Card!' before the next person plays. If he doesn't, someone can ask him 'How many cards do you have?' and he must draw 4 cards. However if no one notices, he doesn't have to draw 4 cards. Also they must wait until one person has played since he got down to one card in his hand, before they can ask.
This is a list of all the cards, their points, and their actions:
When someone goes out, play stops immediately, no one can speed in, and the hand ends. The game can be to any number of points determined at the beginning, although 1,500 is a good game length.
Created by David Larby
This variant of Switch (the British equivalent of Crazy Eights) uses a standard 52 deck or can use multiple decks. Jokers can be included - or not.
Every player, up to a limit of 6, is dealt a hand of 5 cards. The basic aim is to get rid of all cards in the hand. After the deal, the remainder of the deck is placed in the middle of the table face down, and the top card removed and placed face up beside it to start the play pile.
The the dealer decides whether play will begin clockwise, starting with the player to dealer's left, or anticlockwise, starting with the player to dealer's right. Any special effect of the the first turned up card applies - for example if the turned up card is an Ace, the first player must pick up five cards or play another Ace.
At your turn you must match the rank or suit of the top card of the play pile. So for example on the 6 of clubs you can play any 6 or any club. Multiple cards of the same rank can be played - for example on the 6 of clubs you could play the 5's of clubs, hearts and diamonds, provided that the club was played first. If you can't (or choose not to) play a card you must pick up one card from the main deck.
Some cards played have various special effects. Note that picking up cards (except when a three is played) counts as your turn, and consumes the special effect, so the following player plays normally.
You must say 'Last Card' if you have just one card left. If the next person has played or picked up before you have said it you must pick up a card.
5 Card Rule. If there are fewer than 5 cards in the pick up deck, every player chooses a hand of 5 cards to keep and adds the others to the pick up deck (players with fewer than 5 cards do nothing). If someone joins in late they must start with a hand of 5 cards.
Contributed by Peter Ipnar
My game is played by many of my friends. The game is called Fat Buddah. It is a variation of Uno but played with two decks of regular cards. Sevens are draw two, eights are reverses, jacks are wild, jokers are wild draw four, and aces are skips. When a player plays a five the player must say quigybo. When a spade is played you must say spade. When a diamond is played you must say houchyka. You are not allowed to insult gods or people in the game. You may not strike out in violence. You can stack the same card that was just played out of turn and you may stack sevens. When you play your next to last card you must say last card. When you go out of cards you must say Fat Buddah. If a rule is broken you may receive a penalty card. If you do not say thank you after getting the penalty card you may receive other penalty cards. The winner of the game is allowed to add a rule to the game.
Contributed by Jason Anubis
Although this game was inspired by Uno, it is played with a standard 52-card pack to which one or two jokers can be added. Its natural place is therefore with the Eights variants. Its original feature is that combinations similar to poker hands may sometimes be played.
Number of players: 2 to 6. Initially, 5 cards are dealt to each player. Play is as in Crazy Eights (or Uno) except as specified below.
When a player is down to one card, they must say, “Poker Uno”, or an alternative phrase chosen by the dealer. If a player fails to do so, they must draw either 2 or 4 cards. The exact number drawn is to be chosen by the dealer.
All players must continue playing until one player no longer has cards in their hand.
As usual players must follow number or suit. The special effect cards are the aces, jokers and pictures.
Jack: Skips the next player. This card can be placed upon another Jack to change the suit in the discard pile.
Queen: Reverses the rotation in the game. This card can also be placed upon another Queen to change the suit in the discard pile.
King: When this card is played, the next player must draw 2 cards, unless they also have a King, in which case, they can put a King down, forcing the next player to draw 4 cards. The King can also be used to change the suit in the discard pile by setting it on another King.
Ace: It can be used to change the suit in the discard pile. An Ace can be played on a card of a different suit, and can change the pile to any suit announced by the player, irrespective of the suit of the Ace.
Joker: It can be played on any card, and can be used to change the suit in the discard pile, as well as force the next player to draw 4 cards. If the next player also has a Joker, they can add that to the discard pile to change the suit again and force the next player to draw 8 cards.
Pair: A pair is two cards in a person’s hand that are the same rank, for example two sevens, two queens or two jokers. In order to put a pair into the discard pile, the player must say, “Pair!” For the pair to be played, the first card in the pair must match the number or suit of the card at the top of the discard pile (unless it is a pair of Aces or Jokers). The second card in the pair will change the suit of the discard pile.
Double Pair: A double pair would be two pairs in a person’s hand, for example 2-2-J-J or 4-4-9-9. In order to put a double pair into the discard pile, the player must say, “Double Pair!” For the double pair to be played, one card in one of the pairs must match the number or suit of the card at the top of the discard pile. This card will be played first, followed by the equal card. The second pair does not need to match the suit or number of the card at the top of the discard pile. It just goes into the pile after the first pair. The final card of the double pair played will set the suit of the discard pile.
Multiple Pairs: A hand with multiple pairs in it would be similar to the examples for the Pair and Double Pair, except with 3 or more pairs in the hand. In this game, having more than 2 pairs is very possible. In order for multiple pairs to be placed into the discard pile, the player must say, “Multiple Pair!” For the multiple pair to be played, the first card of the first pairs must match the number or suit of the card at the top of the discard pile. The cards in the other pairs do not need to match the number or suit at the top of the discard pile. They are just played on top of the first pair in any order. The final card of the multiple pairs to be played will set the suit of the discard pile.
3 of a kind: A 3 of a kind is 3 cards with the same number, for example 7-7-7 or K-K-K. In order for a 3 of a kind to be placed into the discard pile, the player must say, “3 of a kind!” The first card in the 3 of a kind must match the number or the suit of the card at the top of the discard pile. The final card of the 3 of a kind will set the suit in the discard pile.
Straight: A straight is a sequence of at least 5 consecutive cards, for example: 2-3-4-5-6. In this game, a straight consisting of more than 5 cards is possible. In order for a straight to be placed into the discard pile, the player must say, “Straight!” Either the lowest or highest card in the straight must match the suit or number of the card at the top of the discard pile, and the cards are played in order, beginning with this card. The last card of the straight sets the suit of the discard pile. Alternatively, if a player has 4 that form a straight with the top card of the discard pile, these four cards can be played in sequence to form the straight.
Flush: This is a hand containing at least 5 cards of the same suit. Example: 2 of clubs, King of clubs, 7 of clubs, 9 of clubs, 10 of clubs, 4 of hearts, 9 of diamonds. With this game, a flush containing more than 5 cards is possible. In order for the flush to be placed into the discard pile, the player must say, “Flush!” If a player has at least 5 cards of the same suit in their hand, they are allowed to add them to the discard pile on their turn, only when the card at the top of the discard pile is of the same suit (not when it is the same number but a different suit).
Full House: This a pair plus a 3 of a kind, for example 4-4-4-10-10. In order for a Full House to be placed into the discard pile, the player must say, “Full House!” For the Full House to be played, one of the cards in both the pair and the 3 of a kind within the Full House, must match the suit or number of the card at the top of the discard pile. For example suppose the top card of the discard pile is the 9 of hearts.
Full Houses #1 and #2 can be placed into the discard pile as a full house. Full House #3 cannot: only the pair of Jacks can be played.
4 of a kind: This hand is when a player has 4 cards in their hand that are of the same value, for example K-K-K-K. In order for the 4 of a kind to be placed into the discard pile, the player must say, “4 of a kind!” If a player has a 4 of a kind, one of the cards in the 4 of a kind will always be the same suit as the card at the top of the discard pile. Any player who has a 4 of a kind can play it on their turn. The last card in the 4 of a kind will set the suit in the discard pile.
Straight Flush: This is when a person’s hand has at least 5 cards that are the same suit as well as in sequential numerical order. In this game, a straight flush consisting of more than 5 cards is possible. In order to place a straight flush into the discard pile, the player must say, “Straight flush!” Either the lowest or highest card in the straight flush must match the suit or number of the card at the top of the discard pile to be placed into the discard pile. If a player only has 4 of the cards required to have a straight flush, they are still able to play it if the lowest card needed or the highest card needed is already at the top of the discard pile. Bonus: Due to the rarity of a player getting this hand, if a player places a straight flush into the discard pile, the next player must draw 4 cards.
Royal Flush: This is a hand consisting of at least 5 cards of the same suit, but must be the highest ranked cards in the deck (excluding Jokers), for example: 10 of spades, Jack of spades, Queen of spades, King of spades, Ace of spades. In order to place a royal flush into the discard pile, the player must say, “Royal Flush!” The lowest or highest card in the royal flush must match the suit or number of the card at the top of the discard pile. If a player only has 4 of the cards required to have a royal flush, they are still allowed to play it if the lowest or highest card needed is already at the top of the discard pile. Bonus: Due to the rarity of a player getting this hand, if a player places a royal flush into the discard pile, the next player must draw 8 cards.
At the very end of the game, when a person has said “Poker Uno” or a phrase of the dealer’s choice, they must play their last card only when the number or suit matches that of the top of the discard pile.
If a person has played their last card, the next player has the option to challenge them. In order to challenge them, they must place a card into the discard pile that is of the same suit and a higher value than the previous card played, forcing the winner to reenter the game and draw 2 cards. The next player can also challenge by placing a card of the same number as the previous card played, forcing the winner to reenter the game and draw 3 cards.
Contributed by Joseph D. Smith who writes:
'Toby Dammit is the name of a new card game, who some say was invented by the spirit of Toby Dammit, when he was channeled by Joseph D. Smith. This game however came with a price; the game was cursed from the beginning by the spirit of Toby Dammit! The curse is that when you play this game, you will be hooked for life; it will be all that you ever think about, as this was the way Toby operated, and now he wants everyone to feel his pain...' ~The story of Toby Dammit.
This game is similar to Crazy Eights in that players try to get rid of their cards by matching the number or suit played by the previous player. However, several cards may be played in one turn and there are no special cards.
Each player is dealt five cards and one card is dealt face up to start the play (discard) pile. The remaining cards are stacked face down to form a draw pile next to the play pile. Players may sort the cards in their hands if they wish.
The player to the left of the dealer starts and play continues clockwise.
Each turn begins with the player drawing the top card of the face down stack and adding it to their hand. The player may then play one or more cards face up on the play pile. The play must form a 'connection'. The two permitted types of play are:
For example if the last card played was the 8 of spades, you may play either one, two or three eights, or any number of spades in ascending order. A player cannot play a suit and a rank connection in the same turn.
A player who after drawing a card has no cards matching the suit or rank of the top card of the play pile is unable to play, and the turn passes to the next player.
The player who runs out of cards first is the winner.
If the drawing deck runs out before a player wins, then the play pile, apart from its top card, is shuffled to make a new drawing deck, and play resumes as usual.
Invented by Cody O'Brien Grondin and contributed by Louise Grondin .
A game for 2-4 players using a standard 52-card pack plus 2 jokers. Deal and play are clockwise.
Play money is needed: $100 for each player plus a central bank containing spare money which may be paid out during the game. The objective is to collect money.
Some of the cards are known as advantage cards. These cards have special effects that will be described below. The advantage cards are:
Deal 7 cards to each player, starting with the player to dealer's left. The next card is placed face up on the table to begin the play pile. The remaining cards are stacked face down beside it to form the supply pile.
The player to dealer's left begins, and each player in turn must play a card that matches the top card of the play pile in suit or rank. For example if the top card of the play pile is the 7 of clubs the next player may play any club or any 7.
If a player is unable to match the number or suit of the card on top of the starter pile, or does not wish to play a card from their hand, they must draw cards from the supply pile until they find a card they are able and willing to play. A player is allowed to draw cards from the supply even when holding a playable card in their hand.
If the supply pile runs out, The cards of the play pile, except for its top card which remains in place, are shuffled and stacked face down to form a new supply.
A player may in their turn play more than one card, provided that all the cards played are of the same rank, none of them are advantage cards, and the first card played matches the rank or suit of the top card of the play pile. For example on the 4 of spades the next player could play 9 of spades, 9 of hearts, 9 of clubs.
The effects of the advantage cards are as follows. Note that in all cases except for the Joker, an advantage card can only be played if it of the required suit or matches the rank of the previous card.
If the card turned up by the dealer at the start of the game to begin the play pile is an advantage card, it takes effect as though the dealer had played it. An Ace, Jack or Diamond 2-10 allows the dealer to collect money, a King or a Joker makes the player to dealer's left miss a turn and the following player starts, if a Queen or Joker is turned up the dealer specifies the suit to be plays, a Five causes the dealer to draw three cards, and if the Ten of Clubs is turned up the dealer may immediately swap hands with another player.
The game ends when a player gets rid of the last card in their hand. This player receives a bonus of $20 from the bank. At this point all other players must pay $5 to the bank for each advantage card remaining in their hand.
The winner is the player with the most money at the end of the game.