Blackjack
2 - 10 players
5 - 10 minutes
Objective: Beat the dealer
Setup:
- Discard Jokers
- Each player places their bet
- Dealer deals 2 cards to each player face up
- Dealer deals themselves 2 cards (1 face up, 1 face down)
Your turn options:
- Hit: Take another card
- Hand value exceeds 21 (automatic loss)
- Stay: Keep your current hand
- Ace + 10-value card on first 2 cards = Blackjack
- Double Down: Double the bet, take one more card
- Split: Split matching cards into two hands
Card values:
- Ace = 1 or 11
- 2- 10 = numbered value
- Face cards = 10
Dealer Rules:
- Must hit on 16 or less
- Must stand on 17 or more
- If dealer busts, all remaining players win
Winning Conditions:
- Beat dealer's hand without busting
- Get blackjack (21 with first 2 cards)
- Dealer busts while you don't
- Tie if both have same value - bets are returned
Payouts:
- Standard win = 1x
- Blackjack = 1.5x
Based on the rules printed on Wikipedia:
Cabo
2 - 4 players
5 minutes
Objective: End the game with the lowest score
Setup:
- Discard Jokers
- Each player gets 4 face-down cards in a grid; peek at 2
- Place remaining deck face down, start discard pile with top card face up
Take your turn, either:
- Draw from the deck and peak at the card:
- If it’s a power card, you can use it (discard after)
- Or exchange (see below)
- Draw the top card from the discard pile and exchange (see below)
- Call Cabo to end the game after others get one more turn
Exchanging cards, either:
- exchange the new card for one of your face down cards
- exchange the new card with matching multiples of your face down cards
A failed matching requires picking up a penalty card.
Power cards:
Card | Power | Effect |
---|---|---|
7 - 8 | Peek | Look at one of your own cards |
9 - 10 | Spy | Look at one opponent’s card |
Jack or Queen | Swap | Swap one of your cards with another player’s |
Scoring: Lowest points = 0 points, Calling Cabo and losing = card points + 5 points, Ace = 1, 2 - 10 = face value, Jack = 11, Queen = 12, Black King = 13, Red King = 0
After the round ends, score up everyone's remaining cards and keep track of the total points everyone has accumulated. When a player gets to 100 points, the game ends.
Based on the rules originally printed by Mandy Henning and Melissa Limes, adapted to a 52 card deck:
https://web.archive.org/web/20160303232751/http://www.playcabo.com/instructions.html
Cabo Rush
2 - 4+ players
5 minutes
Objective: End the game with the lowest score
Setup:
- Discard Jokers
- Each player gets 4 face-down cards in a grid; peek at the 2 closest cards
- Place remaining deck face down, start discard pile with top card face up
Take your turn, either:
- Draw from deck and peak at the card:
- If it’s a power card, you can use it (discard after)
- Or exchange with a card from your face down cards
- Draw the top card from the discard pile and exchange with a card from your face down cards
- Call Cabo to end the game after others get one more turn
Discarding cards: When a card is discarded, you can match a face down card from anyone’s pile to discard it too
- When attempting a match, reveal the card to everyone
- If from your own pile → fewer cards = fewer points
- If from another's pile → give them one of your cards
- Wrong match = take a penalty card (no peeking)
Power cards:
Card | Power | Effect |
---|---|---|
7 - 8 | Peek | Look at one of your own cards |
9 - 10 | Spy | Look at one opponent’s card |
Jack / Queen | Swap | Swap one of your cards with another player’s |
Black King | Peek + Swap | Peek and then optionally swap |
Scoring: Calling Cabo and winning = -3 points (total!), Calling Cabo and losing = card points + 5 points, Ace = 1, 2 - 10 = face value, Jack = 11, Queen = 12, Black King = 13, Red King = 0
After the round ends:
- Score up everyone's remaining cards and keep track of the total points everyone has accumulated
- When a player reaches 100 points, the game ends
Further rules:
- Players can communicate as they like, but cards shouldn't be intentionally revealed
- When a player has no cards, the game ends instantly
- If a player peeks a card when they shouldn't, they get a penalty card
- When the draw pile gets low, the discarded cards are shuffled back in
- Only calling Cabo and having the lowest points is considered winning the round
- The player who wins the round begins the next
Similar to the rules Trey Hunner published:
Cheat / Bullshit / I Doubt It
2 - 4+ players
5 - 10 minutes
Objective: Get rid of your cards
Setup:
- Discard Jokers, combine decks if playing with more players
- Deal cards out to all players which they can look at
- Some players may end up with an extra card
- The player to the left of the dealer starts with Aces
Take your turn:
- Declare the number of cards you're discarding and the rank (e.g. 2 Aces)
- You may only follow the previous rank (e.g. 2 has to be played after Ace)
- Discard, face down, the same number of cards you declared
- Note that the cards you discard don't have to match the cards you declared
Calling cheat:
- If you think a player has cheated, you can challenge that player by saying "Cheat"
- The played cards are revealed
- If the player cheated, they take all the discarded cards, you then start the next play
- If the player did not cheat, you take all the discarded cards, and play continues with the next player after you
Other notes:
- Aces follow Kings
Based on the rules printed on Wikipedia:
https://en.wikipedia.org/wiki/Cheat_(game)
Variations:
- Allow passing play if no card can be played
- Allow going up and down through the ranks
- Allow players to lie about how many cards they are playing
Exploding Kings
2 - 5+ players
10 - 20 minutes
Objective: Don't pick up an Exploding King
Setup:
- Discard Jacks and Queens
- Each player gets an Ace or Joker and 6 random cards
- Count the number of players, shuffle the same number of Kings into the deck minus 1
- Shuffle extra Aces/Jokers into the deck
- Place the remaining (shuffled) deck face down
Take your turn:
- Play (and discard, using the ability) as many cards from your hand as you like until your turn is over
- End your turn by picking up a card
- If you pick up a King, you must Defuse or lose
Defusing:
When you pick up a King and Defuse, you must put the King back
You can put it face down, wherever you like, inside the deck, without inspecting the deck (and you can do this in secret).
Hints:
- Your cards help you avoid the Kings, play as many as you like
- Running out of cards is fine, but now you're powerless to avoid the King
- It's unlikely the King is on top of the deck, especially at the start of the game
- The game really starts when someone picks up the King and defuses as they could put it anywhere
- When you've been Attacked, draw one card at a time
Cards:
Card | Power | Effect |
---|---|---|
King | Bomb | This kills you |
Ace / Joker | Defuse | Ace (or Joker) is an extra life! Defuse the King and place the King back wherever you like in the deck |
1 - 4 | None | Useless unless used in a combo |
5 | Favour | Force another player to give you 1 card from their hand. They choose which card to give you |
6 | Skip | End (only!) one of your turns |
7 | Shuffle | Feeling lucky? Shuffle the deck |
8 | See the future | The magic 8 ball allows you to view the top 3 cards from the deck |
9 | Nope | Nein! Cancel the last played action (before it happens!). Can be played by anyone anytime. Cannot Nope a Defuse |
10 | Attack | 10 in binary = 2 decimal - move play onto the next player, they get your # of turns + 2 |
Combos:
Combo | Effect |
---|---|
2 identical | A player must give you a card of their choice |
3 identical | Take a card from another player |
5 distinct | Take a card from the discard pile |
Exploding Kittens
2 - 5+ players
10 - 20 minutes
Objective: Don't pick up an Exploding Kitten
Setup:
- Each player gets a Defuse card
- Count the number of players, shuffle the same number of Exploding Kittens into the deck minus 1
- Shuffle extra Defuses into the deck
- Place the remaining (shuffled) deck face down
Take your turn:
- Play (and discard, using the ability) as many cards from your hand as you like until your turn is over
- End your turn by picking up a card
- If you pick up an Exploding Kitten, you must Defuse or lose
Defusing:
When you pick up an Exploding Kitten and Defuse, you must put the bomb back
You can put it face down, wherever you like, inside the deck, without inspecting the deck (and you can do this in secret).
Hints:
- Your cards help you avoid the Exploding Kittens, play as many as you like
- Running out of cards is fine, but now you're powerless to avoid the Exploding Kitten
- It's unlikely the Exploding Kitten is on top of the deck, especially at the start of the game
- The game really starts when someone picks up the bomb and defuses as they could put it anywhere
- When you've been Attacked, draw one card at a time
Cards:
Card | Effect |
---|---|
Exploding Kitten | This kills you |
Defuse | This is an extra life! Defuse the Exploding Kitten and place the King back wherever you like in the deck |
Cat cards | Useless unless used in a combo |
Favour | Force another player to give you 1 card from their hand. They choose which card to give you |
Skip | End (only!) one of your turns |
Shuffle | Shuffle the deck |
See the Future | View the top 3 cards from the deck |
Nope | Cancel the last played action (before it happens!). Can be played by anyone anytime. Cannot Nope a Defuse |
Attack | Move play onto the next player, they get your # of turns + 2 |
Combos:
Combo | Effect |
---|---|
2 identical | A player must give you a card of their choice |
3 identical | Take a card from another player |
5 distinct | Take a card from the discard pile |
Horserace
∞ players
3 minutes
Objective: Bet on the winning horse
Setup:
- Discard Jokers
- 4 Aces are lined up in a row, face up, these are the horses
- Place around 7 cards face down perpendicular to the horses, these help count the rounds
- The remaining deck is left face down
Everyone: Place bets on the horses
Play:
- The dealer flips the top card of the deck and moves the horse that matches the suit of the card forward one space
- When a horse reaches the end of the track, it wins
Mao
3 - 5+ players
5 - 15 minutes
Objective: ??
Setup:
- Discard Jokers
- Each player gets ~6 hidden cards which they can look at
- Place remaining deck face down, start discard pile with top card face up
- Say "the only rule I can tell you is this one"
- The player left of the dealer begins
Objectives:
- Get rid of your cards
- Figure out the rules by deduction
Take your turn, either:
- Discard a matching suit (e.g. 10♦ on 5♦) or matching value card (e.g. 7♣ on 7♦) with the last discarded card
- Call Mao if you only have 1 card left
- Take a card from the draw pile
Giving penalties:
Any player may award a penalty card (given by the dealer) by stating what was done to deserve the penalty, e.g: "failure to match the last played card" or "excessive speech"
Resolving disputes:
- Any player may call Point of Order
- Players must put their cards face down and not touch them
- Rules cannot be discussed
- Any player may call Point of Disorder to end the dispute
Optional starting rules:
- No talking unless another rule requires it
- 8's reverse play
- Aces skip the next player
- Jacks can be played on any card, as any named suit
- Players must say "thank you" to the dealer when receiving a penalty card
Winning the round:
- the winner deals the next game and decides a new rule
Mau Mau
2 - 5 players
5 - 10 minutes
Objective: Get rid of your cards
Setup:
- Discard 2's, 3's, 4's, 5's, 6's, Jokers
- Each player gets 5 hidden cards which they can look at
- Place remaining deck face down, start discard pile with top card face up
Take your turn, either:
- Discard a matching suit (e.g. 10♦ on 5♦) or matching value card (e.g. 7♣ on 7♦) with the last discarded card
- Call Mau if you only have 1 card left
- Call Mau Mau if your last card is a Jack
- Take a card from the draw pile
If a player calls Mau on another player who's on their last card, the other player must take a penalty card
Power cards:
Card | Effect |
---|---|
Ace | Must be played with another (matching) card. If it cannot be played with another card, a new card must be taken from the pack |
7 | The next player draws two cards. A 7 can be played on a 7 giving the next player 4 cards to take (and so on) |
8 | The next player skips their turn |
9 | Change the direction of play |
Jack | Wildcard, can be played on any card, the player who plays it chooses the suit of the card |
Scoring: 7 - 10 = face value, Ace / Queen / King = 10 points, Jack = 20 points
Points can be counted for each player and written down. When a player reaches a number of points (such as 100), the game ends. The player with the lowest points, wins.
Based on the rules as written on Wikipedia: https://en.wikipedia.org/wiki/Mau-Mau_(card_game)
Notable changes:
- 9 is a power card
- Jack winning the round does not double everyone else's points
Officer's Skat
2 players
10 minutes
Basic rules for a suit game
Objective: Win each trick with the best card, end the game with the highest score
Vocabulary:
- A trick is when each player plays one card (a round of cards)
- A trump card is a special suit (or set of cards) that beats all other suits in a trick, regardless of rank
Setup:
- Discard 2's, 3's, 4's, 5's, 6's, Jokers
- Each player gets 1 row of 4 cards face down
- One player then gets 4 face up cards on top of their face down cards and chooses a suit to be trumps
- 4 more face up cards are placed on the remaining face down row
- 2 more rows are added to each player in the same way
Play:
- The player who chose trumps (or won the last play) plays a card
- The second player then plays a card in return - they must play in the same suit if possible
- The best played card wins
- Exposed face down cards are flipped
- Play again until all cards are used
The winning card:
The order from high to low is:
- Jacks in order: ♣ Clubs, ♠ Spades, ♥ Hearts, ♦ Diamonds
- Trumps suit in order: A-10-K-Q-9-8-7
- First played card suit: A-10-K-Q-9-8-7
- Any other card loses
Calculating card points:
Card | J | A | 10 | K | Q | 9 | 8 | 7 |
---|---|---|---|---|---|---|---|---|
Value | 2 | 11 | 10 | 4 | 3 | 0 | 0 | 0 |
Regicide
1 - 4 players
5 - 20 minutes
Objective: Kill the royal cards
Dealing:
Players | Jesters | Max. Hand Size |
---|---|---|
1 | 0 | 8 |
2 | 0 | 7 |
3 | 1 | 6 |
4 | 2 | 5 |
Steps:
- Play a card or skip your turn (yield)
- Activate the suit power (check immunity)
- Deal damage to the enemy
- Suffer damage from the enemy
Enemies:
Enemy | Attack | Health |
---|---|---|
Jack | 10 | 20 |
Queen | 15 | 30 |
King | 20 | 40 |
Suits:
- ♥ Hearts heal - discarded cards go to the draw pile
- ♦ Diamonds draw to the hand
- ♣ Clubs deal double damage
- ♠ Spades shield against enemy attack
- 🂿 Jesters negates immunity of enemey
More rules:
https://www.regicidegame.com/how-to-play/
Teaching the game in order:
- The goal
- Setup the game, explain max cards in the hand
- Play 2 turns with just steps 1, 3 and 4
- Yielding
- Suits and introduce step 2, play for 2 more turns
- Immunity
- Aces (animal companions) and combos
- Jester/Joker
- What communication is not allowed
Misc:
- Dealing exact damage
- Heart power before Diamond power
- Drawing a defeated enemy
Rummy
2 - 6 players
15 - 30 minutes
Objective: Be the first player to use all your cards or have the lowest points left in your hand
Setup:
- Discard Jokers
- Each player gets 7 cards
- Remaining cards are placed face down
Take your turn, either:
- Draw one card from either the stock pile
- Use a card from your hand to add to a set or run on the table
Using cards:
- A set is 3 or more cards of the same rank (e.g., 7♣ 7♦ 7♠)
- A run is 3 or more consecutive cards of the same suit (e.g., 4♦ 5♦ 6♦)
- You can add cards to your own or other players sets/runs once you’ve laid down at least one set or run
Ending the round:
- The round ends when a player discards their last card
- Other players then count the points in their remaining hands
Scoring: Ace = 1, 2 - 10 = face value, Face cards = 10