Card Game Rules
Rules for games you can play with an ordinary deck of cards.
Best-of lists The 10 card games everyone should know · Best for two · Best for three · Best for four · Best for five · For big groups · For thinkers · Easy-going games · Quick games · Party games · Drinking games · Learn in five minutes · For kids · Best patience games · Poker night · Classics from the German-speaking world · Around the world · Games with 32 cards
Collections First games · Solitaire games · Games for two · Games for three · Games for four · Games for five · Games for six or more · Games for kids · Partnership games · Cooperative games · Drinking games · Long evening · Two decks · No score pad needed · Only here · New & untested · Historical games
Find a game
Jump to Trick-taking · Climbing · Shedding · Rummy · Draw & swap · Fishing (capturing) · Adding · Poker & bluffing · Solitaire · Cooperative · Other
What do the labels mean?
- Marriage game
- The King and Queen of one suit – a “marriage” – score bonus points when you declare them.
- Banking game
- One player is the bank and plays against everyone else, who bet against it.
- Vying game
- Players raise the stakes on whose hand is best, often before seeing all cards – the ancestors of poker.
- Ace–Ten game
- Trick-taking where the Aces and Tens are the big cards (Ace 11, Ten 10 points).
- Jack–Nine game
- Trick-taking where the Jack and Nine of the trump suit are the highest trumps.
- Fishing game
- You “fish” cards from the table with a card from your hand – see Fishing above.
- Beating game
- Answer each attack with a higher card; whoever cannot picks the cards up.
- Compendium game
- Several different mini-games in one session, each with its own scoring.
- Stops game
- Cards are laid in sequence until a missing card stops the chain.
- Loo game
- A pot game where you pay into the pot if you take no trick.
- All Fours game
- Four points to win per hand: High, Low, Jack and Game.
- Canasta game
- A rummy relative: meld sets of one rank and aim for a seven-card “canasta”.
- Card-passing game
- Everyone passes a card to their neighbour at the same time; first to collect a set wins.
- Swapping game
- Swap cards with the table or your opponents to improve your hand.
- Trick-avoidance game
- Trick-taking where certain cards cost points – the aim is to avoid taking them.
- Trick-taking game (bidding)
- Players bid for the right to choose trumps and must make their bid.
- Trick-taking game (prediction)
- Everyone predicts how many tricks they will take and scores for being right.
- Poker (stud / draw / community cards)
- Poker variants: in stud some cards are dealt face up, in draw you exchange cards, with community cards everyone shares cards on the table.
- Patience (… family)
- Solitaires grouped with their best-known relative, such as Klondike or Spider.
New to card games? Start with the Card game basics – or jump straight into a game from "First games".
Trick-taking 115
Everyone plays one card in turn; the highest card wins the “trick” and its owner leads the next. Points come from tricks won – or, in some games, from tricks avoided.
- Bezique Win tricks, lay out marriages and sequences, and hunt for the Queen of Spades and Jack of Diamonds – twice, for a 500-point double bezique.
- Schnapsen Austria's duel for two – race to 66, announce your marriages and know when to close the stock.
- Sixty-Six Swap in the trump 9, marry King and Queen, close the stock and call "out" at 66 – the German parent of Schnapsen.
- Bauernschnapsen Schnapsen for four – call trumps after three cards, then outbid everyone with a Bettler, a Gang or a daring Kontra-Schnapser.
- Bura Lead up to three cards at once, keep count in your head and stop the game the moment you reach 31 – a fast Russian gambling game.
- Schafkopf Call an Ace to find a secret partner, or take on all three alone with a Solo – the heart of every Bavarian inn.
- Sheepshead Wisconsin's tavern game – pick up the blind, call an Ace for a secret partner and take 61 of the 120 points.
- Bavarian Tarock Bavaria's three-player pub classic – bid for the contract, take the pot, and capture 61 of 120 points under strict trick rules.
- Wallachen Eastern Bavaria's lost tavern gem – bid tricks against two defenders under strict trick-taking rules.
- Brandeln The historic Austrian pub game played by Mozart – bid exact tricks, unleash high Jacks and Sevens, and risk all on Bettel or Mord.
- Doppelkopf Germany's favourite four-player game – two against two, but nobody knows who is on which side until the Queens of Clubs show up.
- Skat Germany's national card game – bid for the right to play alone against the other two and bring home 61 points.
- Officers' Skat (Offiziersskat) Skat for two – half your cards lie face up, half face down, and every trick reveals something new.
- Bridge The king of partnership games – bid what you and your partner can make, then bring it home with half your cards on the table.
- Honeymoon Bridge Bridge for just two – draw your hand card by card, keep one and throw one away, then bid and play without a partner.
- Oh Hell! Say exactly how many tricks you'll take – no more, no fewer – and watch everyone else's plans go to hell.
- Watten From Tyrol and Bavaria – five cards, three tricks, trumps named by two players and plenty of bluffing to push the stakes up.
- Jass (Schieber) Switzerland's national game – choose trumps or shove the choice to your partner, then meld, take tricks and count your way to 2500.
- Differenzler Swiss Jass for sharp minds – predict how many points you'll take, then hit your number exactly.
- Sueca From Portugal's cafés – a silent partnership game where the 7 ranks just below the Ace and 61 of 120 points win.
- Coinche (Belote contrée) Belote with an auction – bid how many points your team will make, and dare the opponents with a "coinche".
- Belote France's national card game – take trumps, declare your sequences, say "belote, rebelote" and reach 1000 with your partner.
- Tute Spain's partnership game of marriages – overtake whenever you can, then sing your "forty" with the King and Queen of trumps.
- Truco Argentina's loud and lively bluffing game – three cards, three tricks, and a partner winking at you across the table as you shout "Truco!"
- Spades Spades are always trumps – bid your tricks with your partner, make them, and don't collect too many bags.
- Hearts Pass your dangerous cards on, dodge every heart and the Queen of Spades – or grab them all and shoot the moon.
- Knockout Whist Seven cards, then six, then five – take at least one trick each hand or you're knocked out.
- Black Maria Hearts with teeth – dodge the Queen of Spades, and watch out for her King and Ace too.
- Whist The quiet classic of English card tables – no bidding, just you, your partner and thirteen tricks to fight for.
- Bid Whist Bid uptown or downtown, take the kitty and let the jokers rule – the partnership game at the heart of African-American card tables.
- Solo Whist Team up for one hand with prop and cop, or go it alone – for five tricks, nine, all thirteen or none at all.
- German Whist Whist for two – win the card on the stock in the first half, then outplay an opponent whose hand you can work out exactly.
- Barbu Seven games in one – take turns choosing the contract that suits your hand, and double the players you think you can beat.
- Sheng Ji (Tractor) Two decks, four jokers, a trump suit that changes every hand – and pairs that roll across the table like tractors.
- Tarneeb The Levant's card-table staple – outbid the others, pick trumps and bring home at least as many tricks as you promised.
- Hokm The Persian game of command – the Hakem picks trumps after five cards, and the first team to seven tricks takes the hand.
- Baloot Saudi Arabia's Belote – bid Hokum with trumps or Sun without, declare your projects and double the stakes all the way to Gahwa.
- Trix Five games in one – dodge the King of Hearts, the Queens, the diamonds and the tricks, then be first to empty your hand in Trix.
- Batak Win the auction, name trumps and make your bid in Turkey's great trick game – and don't be left without a single trick.
- Rook America's bird-card classic on a normal deck – bid for the nest, name trumps and hunt the 5s, 10s, Aces and the Rook with your partner.
- 400 (Four Hundred) The Levant's favourite partnership game – hearts are always trumps, every player bids alone, and your partner must stay in the plus for you to win.
- 9-5-2 (Sergeant Major) Nine tricks for the dealer, five and two for the others – and whoever falls short must hand over their best cards next time.
- Pinochle America's partnership heavyweight – bid for trumps, swap cards with your partner, then meld marriages and pinochles.
- Three-Hand Pinochle Every player for themselves – win the auction, grab the three-card widow and take on the other two with your melds and trumps.
- Thousand (1000) Eastern Europe's cut-throat game for three – bid, take the widow and let your marriages switch trumps mid-hand on the way to 1000.
- Four-Hand Bezique Bezique for two teams – four decks, partners building melds together, and a triple bezique worth 1500 points.
- Binokel Pinochle's Swabian ancestor – win the Dabb, meld families and the Binokel, then fight for every Ace and 10.
- Piquet The grand old game for two – swap cards from the stock, outdeclare your rival and chase the 60-point repique.
- Écarté The quick French duel of five cards – keep your hand or propose an exchange, and turn up the King for a free point.
- Klaberjass The two-hander where the Jack and Nine of trumps rule – take trumps if you dare, but fall short and your opponent scores everything.
- Preference (Preferans) Bid for tricks, take the widow and watch your pool grow while the mountain stays low – Russia's great game for three.
- Mariáš The Czech tavern classic – choose trumps from seven cards, call "flek" on a bluff and bring the trump 7 home in the last trick.
- Ulti Hungary's national game – rob the two spare cards, outbid your friends and win the last trick with the humble 7 of trumps.
- Gaigel Swabia's pub game with a double deck – race your partner to 101, open with a hidden Ace and call "Aus!" at exactly the right moment.
- Briscola No need to follow suit – just collect the Aces and 3s and reach 61 of the 120 points in Italy's liveliest trick game.
- Tressette No trumps, no bidding – just 3s over 2s over Aces, a partner who knocks on the table, and the race to 21.
- Manille Belgium's café classic – the 10 beats the Ace, the dealer picks trumps, and the opponents can double it all.
- Twenty-Eight (28) Kerala's partnership game – Jacks and Nines rule, and the highest bidder hides trumps face down until someone asks to see them.
- Twenty-Nine (29) The big brother of 28 – Jacks and Nines rule, trumps stay secret, and a King–Queen pair can swing the bid by four.
- Court Piece The partnership game of Pakistan and India – take the first seven tricks of a deal and you win a court.
- Euchre Kitchen-table fun from the Midwest – order up trumps, trust your bowers and take three of five tricks, or go it alone for four points.
- Five Hundred (500) Australia's favourite card game – bid for tricks and trumps with your partner, take the kitty and reach 500 with the joker on your side.
- Forty-Fives Ireland's crazy card order – the 5 of trumps beats everything, the Ace of Hearts is always a trump, and red cards rank high, black ones low.
- Nap (Napoleon) Five cards each, one brave bid – and the whole table ganging up to stop you going Nap.
- Toepen The Dutch pub game – only the last trick counts, the 10 ranks highest, and one knock on the table raises the stakes for everyone.
- Agurk The Nordic "cucumber" game – beat the card on the table or give up your lowest, and don't be the one left holding the high card at the end.
- Pedro Bid for trumps, throw away everything else and fight with your partner for the two 5s – each one worth five points.
- All Fours (Seven Up) The 350-year-old ancestor of Pitch and Pedro – beg for a new trump, then fight for High, Low, Jack and Game.
- Setback Bid how many of High, Low, Jack and Game your team can take, pitch the first card to set trumps – and get set back if you fall short.
- Twenty Down Start at 20, count down one trick at a time – but stay in and take nothing, and it costs you five.
- Woodland Tricks untested A trick-taking duel with special cards and a twist – win a few tricks or most of them, but never too many.
- Wizards and Jesters untested Four Aces that always win, four 2s that always lose – and one more card every round to get your prediction exactly right.
- Call Break South Asia's everyday four-hander – spades are always trumps, nobody has a partner, and you must win every trick you can.
- Estimation The Arab world's precision whist – bid for trumps, then predict your tricks exactly, and dare the risk call when the total won't add up.
- Kozel The Seven of Clubs beats everything, Queens and Jacks are always trumps – and the team that loses six times ends up as the goats.
- Calabresella Tressette for three – one player bids to take on the other two, calls for the card they need and fights for 6 of the 11 points.
- Marafone Beccacino Tressette with trumps from Romagna – name the trump suit, knock for your partner and count to 41 in your head.
- Bestia Three cards, one trump and a growing pot – knock if you can win a trick, and pay the whole pot if you can't.
- Loo (Lanterloo) Stand, pass or take the miss – Jane Austen's gambling game, where one trick saves you and none gets you looed.
- Mouche Five cards, a basket of chips and a poker face – hold five of a suit and you take the lot before a card is played.
- Rikken Name trumps, call an Ace and find out during play who your secret partner is – or take on all three alone.
- Bismarck A whist game for exactly three – pick up four extra cards, choose your contract and beat your trick quota.
- King (Kierki, Rentz) Ten deals, ten rules – dodge tricks, hearts, Queens and the King of Hearts, then win your points back with trumps.
- Slobberhannes Don't win the first trick, don't win the last one and never take the Queen of Clubs – a five-minute rule for a whole evening.
- Polignac Keep your hands off the Jacks – above all the Jack of Spades, named after a hated French minister of 1830.
- Katko (Last Trick) Four or five cards, no trumps and only one trick that matters – the last one. A quick Finnish game for learning tricks.
- Bohemian Schneider A first trick-taking game for two – each card can be beaten by just one other, so remember what has gone and grab the Aces and Kings.
- Schnellen Tyrol's count-down game – every trick takes a point off, but play and miss them all and you shoot back up by five.
- Chratze Swiss four-card game for a pot – promise two tricks, or just one, or bow out, and don't be the Susi who lets the pot go without a fight.
- Split Mind untested One of you wants balance, the other wants it lopsided – the Keeper needs an even split of tricks, the Shadow wins by any big gap.
- Vidrasso Nine is the weakest card and the most valuable – a duel with five open strawmen each, a trump suit and a trump rank that beats everything.
- Sore Spot untested No suit to follow, every other suit trumps the lead – and everyone secretly has one suit that hurts.
- Chief and Vice untested Bid by laying your cards on the table, name two kinds of trumps and pick your partner – a deep trick-taking game where every hand makes new teams.
- Cursed Bottle untested Low cards buy the cursed bottle and every sale lowers its price – win good tricks, but don't be the one left holding it.
- Secret Trumps untested Only one player knows the trumps while everyone picks their hand from open rows – then fulfil your secret goals, one per round.
- Jewel Vault untested Every trick you win and every suit you can't follow moves a jewel – into your vault, into your showroom, or out of someone else's.
- Duck Soup A trick-taker for two in two courses – the low card wins, then the high one, and a matching rank makes you quack.
- Bugami Like Hearts, but everyone picks their own poison – choose the suit you must not take, then dump the others' bugs on them.
- Trigami Bugami for three, sharper – pick your bug suit, or bet on the hidden card or on a spotless hand for double points.
- Collusion The talking trick-taker – strike deals to take exactly as many tricks as one other player, and break them when it suits you.
- Put The English tavern game of ill repute – three cards, Threes beat Aces, and one word, "Put!", can win the whole game.
- Maw King James's favourite game – five cards, five tricks, and the five of trumps, the "five fingers", beats everything.
- Gleek Tudor England's game for three – buy the stock, vie for the ruff, show your gleeks, then fight for Tib and Tiddy in the tricks.
- Imperial (Impériale) Piquet with a trump suit – declare your point and your imperials, then fight for the honours, and wipe out your rival's score.
- Quadrille The 18th century's most fashionable game – call a King to find a secret partner, or play alone with Spadille, Manille and Basto.
- Reversis The grandfather of Hearts – dodge the Aces and face cards, slip the Jack of Hearts onto another suit, or win every trick for the reversis.
- Losing Lodam The 17th-century ancestor of Hearts – dodge the Aces and Tens, and hope your neighbours forget which suit is trumps.
- Catch the Ten (Scotch Whist) Edinburgh's old favourite – the Jack of trumps is top dog, and the whole table hunts the Ten of trumps.
- Scharwenzel The island game of Fehmarn – two sides, the Queen of Clubs on top, and threads and hooks chalked up for every game won.
- Drogue The French soldiers' game of the 1830s – lose, and you wear a wooden peg on your nose until you win it off again.
- Penneech A 17th-century game for two where the trump suit changes with every trick – and the 7 of diamonds beats every other diamond.
- Vint Turn the screw of the auction, play without a dummy, score for every trick and honour – Russia's bridge before bridge.
- Mauscheln Four cards, one trump, and a pot of chips – say "I'll play!" if you dare to win two tricks, and hope nobody joins you.
- Guiñote Aragón's partnership game of marriages – draw a card after every trick, sing "forty" with King and Jack of trumps, and race to 101.
- Gong Zhu The Chinese answer to Hearts – dodge the pig and the hearts, chase the sheep, and dare to expose cards to double their worth.
Climbing 11
Every play must beat the previous one – a higher single card, pair or run – until all pass. First to empty their hand wins.
- President Beat the last play with higher cards, shed your hand first and rise from Beggar to President – and claim the Beggar's best cards next round.
- Tiến lên Vietnam's favourite card game – beat every play with something higher, and chop the mighty 2s with a bomb.
- Dou Dizhu (Fight the Landlord) One landlord against two peasants – bid for the three hidden cards, blast your way out with bombs and rockets and play out first.
- Guandan Two decks, four jokers and a wild Heart – team up, climb the levels from 2 to Ace and smash your bombs on the table.
- Big Two Play singles, pairs and poker hands, beat every play with something higher and go out first – where the humble 2 rules.
- Big Three Bid to take on the other two alone, dig up four hidden cards and empty your hand first – and beware the 3s, the strongest cards in play.
- Dragon and Phoenix untested The four 2s become a Dragon, a Phoenix, a Fox and a Herald – climb, bomb and bet with your partner that you'll be out first.
- Big Number untested Line up cards of one suit or one rank into the biggest number you can – 9, 7 and 2 make 972 – and take one beaten card back into your hand.
- Unsorted untested You may never sort your hand – so play the cards that happen to sit side by side, and beat the table before your spare cards run out.
- Power Struggle untested Sixteen cards each, poker hands to climb with and coups that beat everything – and the loser has to hand the winner their best card.
- Pusoy Dos The Philippine cousin of Big Two – beat every play with a higher card or poker hand, with diamonds as the top suit and the 3♣ to start.
Shedding 22
Be first to get rid of all your cards, by laying one that matches the top card in suit or rank (or follows a special rule).
- Mau-Mau Match suit or rank, dodge the sevens and be the first to shout "Mau-Mau!"
- Crazy Eights Match suit or rank, play an 8 to change the suit – and make the others pay for every card they're stuck with.
- Kings in the Corner Solitaire for the whole table – build down in alternating colours, put Kings in the corners and empty your hand first.
- Mao The only rule we can tell you is this one – the rest you'll learn one penalty card at a time.
- Rolling Stone Follow suit or pick up the whole trick – the first to empty their hand wins, but hands can swell fast.
- Palace Play equal or higher, burn the pile with a 10 and flip your blind cards at the end – and make sure you're not the Palace's last guest.
- Swoop Play equal or lower, swoop the pile away with four of a kind, a 10 or a joker – and empty your hand before the penalty points pile up.
- Cheat Play face down, claim whatever you like and keep a straight face – but if someone calls "Cheat!" and you lied, the pile is yours.
- Durak Russia's favourite card game – attack, fight off, throw in more cards, and whatever you do, don't be the last one holding cards.
- Paternoster Duel untested Red against black – each of you builds one pile up and one down, and slips the odd card onto the other's piles. Whoever gets stuck first loses.
- Fan Tan Start each suit with its seven, build out towards Ace and 2, and hold back the cards your neighbours are waiting for.
- Boodle Run the suits up in sequence, pocket the chips on the four boodle cards and be first to empty your hand.
- Speed No turns, no waiting – slap your cards onto the centre one higher or one lower, faster than your opponent.
- Bonjour Monsieur Greet the King, greet the Queen, hail the Ace – one slip and the whole pile is yours. And every round's winner adds a new rule.
- Burro Follow suit or dig through the stock until you can – everyone races to empty their hand, and the last one holding cards is the donkey.
- Paskahousu The popular Finnish beating game – play equal or higher, clear the pile with a 10 or an Ace, save your 2s and don't be the last one holding cards.
- One Up untested Play the same number or one higher – or bail out before your hand costs you dearly. Kings are worth ten, and they come round again.
- Pinch untested Lay your cards out in front of you – and whenever you top another player's cards, you pinch them, straight into your own hand if you like.
- Comet Run the cards up to the King in one long tail, call "without" when you're stuck – and keep the wild Comet for the moment it counts.
- Hoc (Hoc Mazarin) Bid and bluff for point, sequence and three of a kind, then race to shed your cards – Cardinal Mazarin's game, with six hocs that stop everything.
- Prší The Czech cousin of Mau-Mau – match suit or rank, stack sevens and Aces, and let a Queen change the suit.
- Skitgubbe Sweden's classic for three – first hoard good cards by winning tricks, then beat or pick up until only one player is stuck with cards.
Rummy 27
Collect sets (same rank) and runs (three or more in a row of one suit) and lay them out. Draw a card, discard a card.
- Gin Rummy Build sets and runs, keep your leftover points low and knock before your opponent does.
- Rummy (Rommé) Germany's family-table rummy – collect sets and runs, open with 40 points and be the first to get rid of every card.
- Rummy The classic draw-and-discard game – collect sets and runs, lay them down and be the first to empty your hand.
- Continental Fifteen cards, runs only, and no melding along the way – lay down your whole hand in one go and collect from everyone.
- Canasta Uruguay's gift to the world – build seven-card canastas with your partner, freeze the pile, take it at the right moment and reach 5000.
- Hand and Foot Canasta with two hands each – play out your hand, pick up your foot and fill the table with seven-card books over four rounds.
- Samba Canasta with three decks and runs – draw two cards a turn, build seven-card sambas and take your partnership to 10,000.
- Indian Rummy India's 13-card rummy – build a pure sequence, use the cut joker as a wild card and declare before the others can.
- Rummy 500 Every card you lay down scores – dig deep into the discard pile for the one you need, and be first to 500.
- Contract Rummy Seven deals, seven contracts that get harder every time – and when the discard you need goes by, just shout "May I?"
- Kalooki Open with 40 points, build on everyone's melds and stay under 150 – or lay down all 13 cards at once for a kalookie.
- Tonk Five cards, fast hands – lay down spreads, hit everyone's melds and drop when you think your hand is lowest.
- Burraco Canasta's Italian cousin – meld runs and sets, pick up your pozzetto as a second hand and close with a clean burraco.
- Conquian The Mexican grandfather of rummy – 40 cards, no hand-keeping from the pile, and the first to meld eleven cards wins.
- Chinchón Spain's seven-card rummy – match your hand, close before the others and dream of the seven-card run that wins the whole game.
- Panguingue The old gambling rummy of the American West – eight decks, melds that pay chips on the spot, and eleven cards down to win.
- Ten Phases untested Ten tasks, one after another – collect sets, runs and suits, wave your wild Kings and make your rivals skip a turn.
- Marriage Nepal's festival rummy with three decks and 21 cards – lay down three pure melds to see the hidden joker, then finish with wild cards.
- Hand Rummy A rummy hit from Jordan to the Gulf – open with 51 points, win wild Aces back from the table, or meld all 14 cards at once for a "hand".
- Ellibir (51) Turkey's two-deck rummy – open with 51 points or with five pairs, lay off everywhere and go out to score minus 100.
- Koum Kan Greece's family rummy – ten cards, two decks, jokers you can steal back, and a second life when you go over 100.
- Pinnacola Italy's other two-deck rummy – take any card from the open row of discards, swap out jokers and hunt for the full suit from Ace to Ace.
- Pife (Pif-Paf, Cacheta) Brazil's quick rummy – nine cards, two decks, and all your sets stay hidden until you slam them down at once.
- Dummy (Thai Rummy) Thailand's rummy – dig into the discard pile for the head card, guard the 50-point Queen of Spades and 2 of Clubs, and knock to finish.
- Phỏm (Tá lả) North Vietnam's rummy – snap up your neighbour's discard, meld in four quick rounds and keep your leftover points lower than everyone else's.
- Machiavelli Italy's rearranging rummy – every card on the table is up for grabs, so break up sets and runs to find room for your hand.
- Scala 40 Italy's classic rummy – open with 40 points, add to anyone's melds and go out before the penalty reaches 101.
Draw & swap 5
Improve your hand by drawing new cards or swapping with the table or other players. The best hand at the end scores.
- Cambio Remember your hidden cards, swap away the high ones and call "Cambio!" when you think your total is lowest.
- Golf Six hidden cards, nine holes – pair up your columns and play the lowest round of the day.
- Schwimmen (31) Swap with the middle, collect 31 in one suit and knock at the right moment – lose your last life and you have to swim.
- Commerce Trade with the banker or barter with your neighbour until someone knocks – the old game of tricons and points, probably the ancestor of Schwimmen.
- Yaniv Throw sets and runs, draw one card, and call "Yaniv!" the moment your hand is nearly empty – but only if nobody has less.
Fishing (capturing) 11
Cards lie face up on the table. With a card from your hand you “fish” matching table cards – by rank or by adding up to a target – and keep them as points.
- Casino Capture cards by pairing and adding, build clever combinations and snatch the Big Casino before your opponent does.
- Zwicker Schleswig-Holstein's wild casino cousin – capture by addition and subtraction, tame high-value jokers, and sweep the table for a zwick.
- Pişti Match the top card or slap down a Jack to take the whole pile – and snap up a lone card for a 10-point pişti.
- Scopa Sweep the table clean – capture by matching and adding, and fight for the precious 7♦, the settebello.
- Escoba Spain's adding game – play a card that makes 15 with the table, sweep it clean for an escoba and grab the 7♦.
- Cuarenta Ecuador's loud and cheeky national game – snap a match onto your opponent's card for a caída, sweep the table and race to 40.
- Wippen A first card game for children from Belgium – match a card from the pot, empty it for a wip and hunt the 10♦ and the spades.
- Four Fields untested Sow, harvest and stockpile on four fields around the table – and turn the seasons so the harvest you want is never frozen in winter.
- Laugh and Lie Down Pair your cards with those on the table until you can't – then lie down while the others laugh. A Tudor game for five.
- Scopone Scopa for two teams with every card dealt at the start – count what is gone, read your partner and sweep the table clean.
- Basra Take table cards by matching or by adding up, use a Jack to sweep the floor – and clear it without a Jack for a 10-point basra.
Adding 4
Card values are added up to a target sum, or every card played counts towards a running total.
- Cribbage Count to fifteen, peg your way round the board and race your opponent to 121 – with an extra hand, the crib, for the dealer.
- Ninety-Nine Add up the pile, call out the total – and don't be the one who can't keep it under 99.
- Boil Over untested Three pots on the stove, spades as poison in any of them – and whoever makes a pot boil over past 20 has to take it.
- Noddy (Knave Noddy) Cribbage before the crib – three cards each, fifteens, pairs and runs, and a Jack called Noddy. The race is only to 31.
Poker & bluffing 28
You bet on how good your hand is – or on how good the others believe it is. Bluffing counts as much as the cards.
- Mus The Basque bluffing game – four cards, four contests, secret signals to your partner and one word that stakes everything: órdago!
- Five-Card Stud The original stud poker – one card hidden, four for all to see, and a bet after every card.
- Texas Hold'em (No Limit) Two secret cards, five shared ones and a pile of chips – bet it all when you dare and make the best five-card hand of seven.
- Five-Card Draw Five secret cards, one chance to swap – the poker everyone learns first, all about nerve and reading your opponents.
- Seven-Card Stud Three cards hidden, four for all to see – five betting rounds in which you read the table card by card.
- Omaha (Pot Limit) Hold'em with four hole cards – use exactly two of them, bet up to the size of the pot, and watch the monster hands collide.
- Chinese Poker Thirteen cards, three poker hands, no betting – sort your cards cleverly and beat every opponent row by row.
- Three-Card Brag Britain's old pub game – three cards, nerves of steel and the option to bet blind at half price.
- Short Deck Hold'em Hold'em without the 2s to 5s – big hands every deal, a flush that beats a full house, and antes that make every pot worth a fight.
- Razz Seven-Card Stud turned upside down – the lowest hand wins, Aces are small and the dream hand is 5-4-3-2-A.
- 2-7 Triple Draw Three chances to swap your way down to the lowest hand – where Aces are high, straights hurt and 7-5-4-3-2 is perfection.
- Badugi Four cards, three draws, and the lowest hand wins – but only cards of four different suits and ranks count.
- Guts Two cards, one closed fist – are you in or out? Win the pot, or match it if you lose.
- Indian Poker Hold your card to your forehead – everyone sees it except you. Read their faces and bet on a card you can't see.
- Teen Patti India's three-card poker – bet blind without even looking, or look and pay double, and call for a show when only two are left.
- Baseball Seven-Card Stud with 3s and 9s wild – a face-up 4 walks you to an extra card, a face-up 3 costs you the pot or you strike out.
- No-Peek Baseball Nobody looks at their cards – flip them one by one until you beat the table, with 3s and 9s wild and a 4 bringing an extra card.
- Follow the Queen Seven-Card Stud where Queens are wild – and so is whatever card follows the last face-up Queen, until the next Queen changes it.
- Anaconda Pass your trash left – three cards, then two, then one – then roll out your hand card by card and split the pot high and low.
- Diablo Five-Card Draw with deuces wild – but whoever opens the betting must win the pot, or pay for the next one.
- Seven Twenty-Seven (7/27) Take cards or stand – one half of the pot goes to the hand closest to 7, the other to the hand closest to 27.
- Chicago (Chicago Poker) Sweden’s favourite pub game – trade cards for the best poker hand, play for the all-important last trick, or boldly call "Chicago!" for the sweep.
- Spit in the Ocean Four cards each and one face-up card for everyone – it's wild, and so is every card of its rank.
- Home Poker Variants (Dealer's Choice) Chicago, Heinz, Mexican Stud, Iron Cross and more – each dealer picks the game, the wilder the better.
- Seka Three cards, count one suit as in 31, bet until only two are left – and hope the Seven of Clubs is in your hand.
- Primero (Primiera) Shakespeare's gambling game – four cards, sevens worth 21, and one card of each suit to win the pot.
- Bouillotte (Brelan) The salon game of revolutionary Paris – three cards, one turned card, and your opponents' cards can win the pot for you.
- Ambigu Four cards, two draws and a price on every combination – Louis XIV's "mixed" game, the old French cousin of draw poker.
Solitaire 69
One player, one deck: order and build the cards by the rules until the game comes out.
- Klondike Seven columns, four Aces and one deck – the classic solitaire that millions played on their computers, now back on the kitchen table.
- Yukon Klondike's wilder cousin – no stock, every card dealt, and you may move any face-up card, however deep, with everything on top of it.
- Scorpion Untangle seven columns into four perfect suits from King to Ace – dig out any card you like, but everything on top of it comes along.
- Forty Thieves Two decks, forty open cards and one pass through the stock – the tough patience said to have whiled away Napoleon's exile on St Helena.
- Canfield A hidden reserve of thirteen cards, foundations that start on any rank – the fiendish patience the British simply call Demon.
- Spider Two decks, ten columns and eight long runs from King to Ace – the big patience that rewards patience, with an easy mode for beginners.
- FreeCell Every card face up, four little parking spaces – almost every deal can be won, if you think far enough ahead.
- TriPeaks Clear three mountains of cards by playing one up or one down – string together long runs and watch the peaks tumble.
- Golf Solitaire Seven open columns, one pile to play on – one up or one down, and every card left over is a stroke on your scorecard.
- Aces Up Four piles, one rule – throw out every card beaten by a higher one of its suit, and hope only the four Aces are left.
- Accordion Squeeze a whole deck into a single pile by jumping cards onto matching neighbours – simple to learn, fiendishly hard to win.
- La Belle Lucie Eighteen fans of cards, every one of them face up – and still the lovely Lucie only rarely lets you win.
- Pyramid Take apart a pyramid of 28 cards by finding pairs that add up to 13 – quick, simple and harder to win than it looks.
- Beleaguered Castle Four Aces hold the castle, eight rows of cards lay siege – every card lies face up, so only your planning decides the siege.
- Calculation Count in ones, twos, threes and fours – a patience with no luck in the layout and all the skill in where you put the next card.
- Monte Carlo Spot pairs that sit side by side, clear them away, close the gaps – a quick, cheerful patience that even young children can play.
- Four Seasons A cross of five cards in the middle, a foundation in each corner – a quick patience in which you slowly clear the cross.
- Clock Deal thirteen piles round a clock face and let the cards find their own way home – will the fourth King strike too soon?
- Gaps (Montana) All 52 cards face up, four holes to shuffle them through – sort every suit into its own row, from 2 to King.
- Poker Squares Twenty-five cards, one at a time, into a five-by-five grid – every row and column is a poker hand, and no card ever moves again.
- Osmosis Any order will do on the top row – but every row below may only take the ranks that have already seeped through from above.
- Flower Garden Six flower beds, a bouquet of sixteen cards in your hand and every card in view – a patience where careful planning really pays.
- Grandfather's Clock Twelve cards make a clock face – build each one up in suit until every hour shows the right time.
- Cruel Twelve piles, every card face up and as many redeals as you like – but each redeal shuffles the piles in a way you have to see coming.
- Bristol Eight little fans, three reserve piles and no suits to worry about – a quick patience where the danger is a high card sitting on a low one.
- Sir Tommy One card at a time, four waste piles and a single decision each turn – perhaps the oldest patience of all, and still a fine test of judgement.
- Terrace Eleven cards on the terrace show you the trouble ahead – pick the right foundation rank and a two-deck patience rewards careful planning.
- Big Ben Twelve piles round a clock face, two decks and one aim – build every hour up until the clock strikes twelve.
- Easthaven Klondike without a waste pile – when you are stuck, a new row of seven lands on the tableau and shakes everything up.
- Nestor Find two of a kind and clear them away – a simple pairing patience where every card lies face up and the only question is which pair to take first.
- Black Hole Seventeen fans of three orbit the Ace of Spades – feed them all into the black hole, one rank up or down, and plan every step.
- King Albert Nine open columns and a seven-card reserve you can use in any order – a demanding patience of pure skill, also known as Idiot's Delight.
- Miss Milligan Two decks dealt eight cards at a time, and at the end a special trick called weaving – a classic that can turn round the most hopeless position.
- Donsol Fifty-four cards, one dungeon – drink potions, raise shields and pray the two jokers don't turn up in the same room.
- Sultan Eight Kings and an Ace surround the Sultan – build each up to a Queen, and the King of Hearts ends up in the middle of his harem.
- Eight Off Every card face up, eight parking spaces and columns built strictly in suit – the old-school cousin of FreeCell.
- Spiderette Spider squeezed into one deck and a Klondike layout – four runs from King to Ace, and a real test of nerve.
- Alhambra Eight foundations, eight little reserve piles and a waste pile you can build on – up or down, round the corner from King to Ace.
- Windmill One Ace in the middle, eight sails around it and a centre pile that swallows 52 cards – a quick two-deck patience with a pretty layout.
- Westcliff Ten little piles, one pass through the stock and a win nine times in ten – the friendliest member of the Klondike family.
- Archway Every card on show, an arch of reserve cards overhead – build eight suits, up from the Aces and down from the Kings.
- Scoundrel Fight your way through a dungeon of monsters, weapons and potions – four cards at a time, with 20 health and no way back.
- Royal Cotillion Build every suit up in twos – odd cards on the Aces, even cards on the 2s – until each King stands beside his Queen for the dance.
- Bowling Solitaire Knock down a ten-pin triangle with 10 bowling-ball cards over ten frames – chase the perfect 300 game in Sid Sackson's clever solo design.
- Seahaven Towers Ten columns built strictly in suit and four towers for temporary parking – the cerebral, unforgiving classic that helped inspire modern FreeCell.
- Babette Deal row after row and rescue the cards that come free above the gaps – Aces build up, Kings build down, and every choice counts.
- Crazy Quilt Unpick a chessboard of upright and sideways cards from its edges, park helpful cards on the waste pile and build Aces up and Kings down.
- Baker's Dozen Thirteen columns, every card face up, Kings sent to the bottom – untangle the piles and send all four suits home.
- Carpet Twenty cards spread out like a rug – pick them off one by one, patch the holes and build four suits from Ace to King.
- Simple Simon Spider's little sibling – every card face up in ten columns, and your task is to sort each suit into one long run from King to Ace.
- Normandy (Gypsy) Klondike for two decks – eight columns, eight foundations, and a new card for every column whenever you are stuck.
- Whitehead Klondike with every card face up and red built on red – a planning patience in which about nine deals in ten can be won, if you find the way.
- Eagle Wing A trunk of thirteen hidden cards between two wings of four – feed the foundations and let the eagle fly apart.
- Braid Twenty cards plaited into a braid down the middle, eight foundations that start wherever the deal decides – a classic German two-deck patience.
- Lady of the Manor Eight Aces, four hidden packets and an arch of cards sorted by rank – a pretty 19th-century patience that builds without regard to suit.
- Fourteen Out The whole deck lies face up – clear it away in pairs that add up to 14, and plan ahead so no pair ends up blocking itself.
- Good Thirteen Ten cards on the table – throw out every pair that makes 13 and every King, fill the gaps and hope the deck runs out before you do.
- Captive Queens Turn the cards one by one and build eight piles around the four Queens until Kings and Jacks stand guard beside them.
- Hope Deferred Hunt down all eight hearts in a short deck – three cards at a time, three rounds, and nothing but luck and hope.
- Fortune's Favour Twelve open cards, four Aces and a little care – a friendly first building patience that comes out nearly every time.
- Pile-On Thirteen muddled piles, two empty spaces and one goal – sort the whole deck into sets of four, like the colour-sorting puzzles on your phone.
- Picture Gallery Build in steps of three – 2, 5, 8, Jack – until three rows of Jacks, Queens and Kings hang side by side like portraits in a gallery.
- Queen's Audience Sixteen courtiers wait in the antechamber – bring each King and Queen to the throne room and let the Jacks lead their suits in behind them.
- Frog Sir Tommy's big brother – two decks, five waste piles and a squat pile of thirteen cards, the Frog, that you must clear to win.
- The Emissary Eight kingdoms, eight picky rulers – win exactly as many debates as each one demands, not one more and not one fewer.
- Gridcannon Twelve royals surround a grid of number cards – line up the right two cards and fire them across to take each one down.
- Dungeon Solitaire: Tomb of Four Kings Fight monsters, dodge traps and force doors in search of four kings' hoards – and turn back before your last torch burns out.
- Club Fight Thirteen clubs against the rest of the deck – clear a 3×3 grid with matches, sums and runs while the other suits lock your moves.
- Deck of Spies Start with a handful of low cards, then counter, recruit and retire agents until the Jacks, Queens and Kings work for you.
Cooperative 31
Everyone plays together against the deck and wins or loses as a team, often with limited talking.
- Orbit untested Win together or fail together – everyone has a tricky task, and nobody may say a word about their cards.
- Regicide Storm the castle together and defeat twelve corrupted Jacks, Queens and Kings – with nothing but a deck of cards and each suit's power.
- Nova untested Launch a firework show together – you can see everybody's cards except your own.
- Unisono untested Play all your cards in perfect order – without a single word, just by feeling the rhythm of the table.
- Paternoster Two piles go up, two go down, and the whole team must squeeze all 104 cards onto them – without ever saying what you hold.
- Pokerface untested Hold'em without betting and without opponents – guess where your hand ranks at the table and line up the whole team without a word.
- On the Scale untested Somewhere between freezing and boiling sits a cup of tea – but where exactly? Read your friend's mind and find the spot.
- Scoundrel for Two untested Two heroes, one dungeon, 52 cards – share weapons and potions, and get out alive together.
- Team Klondike untested One Klondike layout, two or three secret hands and no talking – sort the whole deck together before time runs out.
- Tricks Together untested Everybody names their number of tricks, and the whole team wins only if everybody hits it exactly – without a word about the cards.
- Defuse! untested One of you knows the code, the rest hold the pliers – and the expert may not say a single word.
- Island Escape untested The island is sinking under your feet – grab the four treasures and run for the helicopter.
- Cell Mates untested One of you may only move red cards, the other only black ones – solve a FreeCell deal together without saying a word.
- Summit Rush untested TriPeaks for two, both at once – grab, shout and clear all three peaks before the sand runs out.
- Number Crunchers untested Calculation for two: count up in ones, twos, threes and fours on shared foundations – but each of you fills only your own waste piles, in silence.
- Square Deal untested One five-by-five grid, two secret hands of three – build ten poker hands together without a word and beat the target.
- Rope Team untested Two climbers on one rope – win tricks to pull the rope your way and uncover the ridge, but pull too hard and you both fall.
- Common Cause untested Rummy for two against the stock – every meld needs cards from both of you, and you may not say which ones you hold.
- Undercover untested Klondike for two in which each of you peeks under different face-down cards – and may only hint at what lies there.
- Cross Sums untested Choose cards together, reassign targets and build your way through fifty number puzzles.
- Pot Luck untested Everyone brings a card to the pot – land three shared pots on exactly 21 as a team, never on your own card and without a word.
- Euler's Officers untested A 300-year-old card puzzle for a silent team – square the 16 officers so that no row or column repeats a rank or a suit.
- Mind the Gap untested Build a pyramid in which every card is the difference of the two below it – from secret hands, without a word, up to the target at the top.
- Spot On untested Plus, minus, times or divided by – one card each in turn, until the total lands exactly on a target from 100 to 999. Five times, without a word.
- Balancing Act untested Two pans, one shaky scale and not a word about your cards – add weights in turn and bring the scale to rest with the last card of every round.
- Final Approach untested Land an airliner together without a word – level the wings, set the speed and clear the traffic with four secret cards a round.
- Night Parade untested Sixteen spirits lie face down in a jumble – peek, slide and give silent hints until every family walks together.
- Man the Boats untested The ship is sinking – sort the passengers into orderly queues and get them into the lifeboats before the last compartment floods.
- Royal Rescue Raise armies from your hand, beat Ugly Umbar and his servants with the dice – then crack the dungeon's locks before your last card is gone.
- Side by Side untested A band of friends in a long war – get rid of your cards together, but never let three of the same threat meet in No Man's Land.
- Dungeon Rush untested No turns, no mercy, five minutes on the clock – slap down the right suits together and fight your way through the dungeon to the boss.
Other 65
Games that fit no other box: reaction games, duels, collecting games and some of our own inventions.
- Pig Pass cards round the circle as fast as you can, collect four of a kind – and don't be the last to touch your nose.
- Donkey Pass cards to the beat, sneak a token when you've got four of a kind – and don't be the one left without.
- Spoons Pass cards round the table until someone grabs a spoon – then everyone dives for the rest, and one hand comes up empty.
- War Flip your top card – the higher one takes both, and when two cards match, it's war!
- Beggar-My-Neighbour Turn up an Ace or a face card and your neighbour has to pay – with luck, you'll beggar them of every card.
- Chase the Ace One card each – keep it or swap it with your neighbour, and don't be caught holding the lowest.
- Blackjack (Twenty-One) Get closer to 21 than the dealer without going over – hit, or stand?
- Old Maid Pair up your cards, draw blind from your neighbour – and pray you're not the one left holding the odd Queen.
- Go Fish "Got any sevens?" – ask the others for cards, collect all four of a rank, and when they say "Go fish!", try your luck in the pond.
- Kemps Swap cards from the middle, collect four of a kind and give your partner the secret sign – before the others crack your code.
- Russian Bank Patience for two – race your rival to the empty table, share the foundations and load your spare cards onto their piles.
- Concentration (Memory) All cards face down, two turned up at a time – remember where everything is and collect the most pairs.
- Snap Turn your cards one by one – and when two match, shout "Snap!" faster than anyone else.
- Slapjack Cards go down one by one – when a Jack appears, slap it first and the whole pile is yours.
- Egyptian Ratscrew Beggar-My-Neighbour with a slap – spot a double or a sandwich first and the whole pile is yours.
- Goofspiel (GOPS) Both players hold the same thirteen cards – outguess your opponent and win the diamonds with a bid just one higher.
- Cuttle Race to 21 points while your opponent blows up, steals and scuttles your cards – every card is a weapon.
- Spite and Malice Build up from Ace to Queen, clear your pay-off pile first – and never feed your opponent the card they need.
- Nertz Everyone plays their own patience at once – onto the same foundations. Empty your Nertz pile and shout "Nertz!"
- Busfahrer (Ride the Bus) Red or black, higher or lower – guess right, survive the pyramid, or you're the one who has to drive the bus.
- In-Between (Acey-Deucey) Two cards face up – will the third land in between? Bet as much of the pot as you dare.
- Red Dog (High Card Pool) A card is turned up – do you hold a higher one of the same suit? Bet on it, up to the whole pot.
- Baccarat (Punto Banco) Bet on Player or Banker – whose two or three cards come closest to 9?
- Faro Bet on a rank and let each pair of cards from the box decide – the banking game of the Wild West's saloons.
- Kings Cup A circle of cards around a cup, a rule for every rank – and whoever draws the fourth King faces the cup.
- Horse Race Four Aces, one track, a flip of the deck at a time – back your horse with sips and cheer it over the finish line.
- Beat the Dealer Guess the top card, get a "higher" or "lower", guess again – every hit makes the dealer drink, every miss costs you.
- Irish Snap Count "Ace, two, three …" as you play – when the card matches the word, everyone slaps, and the slowest hand takes the pile.
- Secret Letter untested Sixteen cards, one card in your hand – guess, peek and duel your way to the end of the round, and never let go of the letter.
- Intrigue untested Two hidden cards, a handful of coins and a straight face – claim any role you like, but if someone calls your bluff, it costs you dearly.
- Roses and Thorns untested Three roses and one thorn each – bid how many cards you can turn up without getting pricked, and keep a poker face while others try.
- Liar's Post untested Slide a card across the table, tell everyone what it is – and hope they don't believe you, or that they do.
- Sixth Card untested Everybody plays at once, the cards line up by themselves – and whoever lays the sixth card in a row swallows the other five.
- Take or Pass untested Nobody wants the cards – so you pay a chip to pass them on, until someone decides the pile of chips is worth the pain.
- Expeditions untested Four expeditions, one question – is it worth starting? Every venture costs 20 points before it earns a single one.
- Border Stones untested Nine stones between you and your rival – build the better three-card hand at each one, and win five of them, or three in a row.
- Werewolf By night the werewolves strike, by day the village votes – and the wolves vote along with everyone else.
- Showdown untested A Wild West shootout with secret roles – protect the Sheriff, or be the outlaw who tries to bring him down.
- Andar Bahar One card in the middle, two piles growing beside it – bet on inside or outside and watch where its twin turns up.
- Blef Is there a full house somewhere among everyone's cards? Bid higher or call the bluff – and every mistake costs you another card.
- Pok Deng Thailand's two-card banking game – show a Pok 8 or 9 at once, take a third card or stand, and hope for a flush that pays double.
- Crown Duel untested Eight cards each, one secret choice per round – and every card has a trick up its sleeve. Out-guess your rival and win four rounds.
- Royal Garden untested Sixteen face cards and Aces in a square – every card you take tells your rival where they may go next. Four in a line wins.
- Line of Succession untested Add a card to the row or take the last five – but only once a round. Win the most supporters, or grab all three crowns and win at once.
- Hot Air untested Low cards win over the plains, high cards over the mountains – and you may play on your rival's side too. Collect prizes and win two trophies.
- Touché untested Two fencers on a piste of 23 cards. Step forward, step back, strike at exactly the right distance – and parry with the same cards.
- Mushroom Walk untested A walk along a line of cards in the woods. Gather mushrooms, sell a few for walking sticks and cook the best ones – with butter if you can.
- Seven Waters Two rival water parks, one pyramid of cards. Draft the right cards to build slides, a lazy river and the biggest wave pool in town.
- Waterhole untested Eight kinds of animal crowd round the waterhole – three of a kind chase off the next weaker ones, and only the tiny Aces dare to chase the 8s.
- Headcount untested Everyone can see your card except you. Bid on the total of all the cards – and call it when someone bids too high.
- Underdog untested One card each, one chip to fight – and the lowest card in the fight adds the underdog card, so the weakest card can win.
- Flock Together untested Lay your cards at the end of a row, catch everything between two of a kind – and fly a flock home until you hold seven species or two threes.
- Horse Trading untested Bid for animals, pay in hidden money cards and challenge rivals to blind trades – a bluff with two zeros can win you a whole herd.
- Shared Air untested Several divers, one tank of air – every treasure you carry slows you down and uses up everybody's oxygen. Turn back in time or lose it all.
- Powder Keg untested Draw a card at the end of every turn and hope it isn't a King – the Kings are powder kegs, and only a bucket of water saves you.
- Temple Gold untested Everyone swears they're an honest adventurer – but somebody wants you to open the chamber with the fire trap.
- King and Assassin untested Two rooms, three quick rounds and a swap of hostages each time – will the Assassin end up next to the King?
- Diamond Heist untested The Boss's pile of diamonds goes round the table, and it comes back lighter – now the Boss has to find out who helped themselves.
- Monte Bank Two cards from the bottom, two from the top – then the gate shows its suit. The Mexican banking game of the California gold fields.
- Lansquenet Two cards on the table, then turn until one of them is matched – the mercenaries' banking game that Rabelais and Dumas knew.
- Farmer Bid for the farm, then hope nobody draws exactly 16 – the old French banking game of drawing to a number, a century before Twenty-One.
- Speculation Nobody looks at their cards – you buy and sell them instead. The noisy round game from Jane Austen's Mansfield Park.
- My Ship Sails Everyone passes a card to the left at the same time – collect seven cards of one suit and shout "My ship sails!"
- Sette e mezzo (Seven and a Half) Italy's Christmas card game – draw towards 7½ without going over, and beat the banker's hand.
- Eleusis The dealer invents a secret rule for which card may follow which – everyone else plays cards, gets told yes or no and works out the rule.
No game matches – try fewer filters.
To print & take along
- Rulebook (PDF)
- Rulebook (EPUB e-book)
- Rule-card deck, print at home (A4)
- Rule-card deck for print shops (PDF, with bleed)
- Theme deck “Games for Two” – 26 games with complete rules on 50 cards: for print shops · print at home (A4)