Match the suit or the number. Eights are wild â and the whole game is when you spend them.
âī¸ Settings
Players
When stuck
They watch
Play to
Special cards
đ¯ The idea
Get rid of all your cards. On your turn play one card that matches the
card in play â same suit or same number. First one out
wins the hand.
đą Eights are wild
Any eight can be played on anything, and when you play one you
call the suit. The next player has to follow the suit you called,
not the eight.
That makes an eight the only card that can never leave you stuck â which
is exactly why spending one to dodge a single draw is how most hands are
lost. And if the hand ends while you are still holding one, it costs you
fifty points.
đ When you cannot play
You draw. Depending on the level that is one card, or cards until you
find something you can play.
Once the draw pile is empty there is nothing to draw â the pile is
never shuffled back. A player who cannot play simply passes, and
if everybody passes in a row the hand stops there and the smallest hand
wins it.
đ Watch what people draw
This is the part nobody tells you. When somebody draws, they have just
announced that they had nothing of the suit in play. Remember it,
and leave them that suit later.
That is what the levels here change: how much your opponents watch
â never what they can see. They only ever see their own cards.
đ Levels
đą Sprout: one opponent, draw a single card when stuck, and they
play whatever they can. đ§ Scout: three players, draw until you can play, and they hang on
to their eights. đ Ace: four players who watch every draw and play the suit you
are short of â over a match to 100 points.
đ The rules
đ¨ī¸ A card for the table
Print the rules on one sheet, fold it into a card and keep it in
the deck box. One side, no scissors.
Open the printable rules card