Card Game Rules

Cooperative card game · Game 44 of 388 ♥

Pokerface

Hold'em without betting and without opponents – guess where your hand ranks at the table and line up the whole team without a word.

Players
3–6
Duration
20 min
Age
12+
Difficulty
medium
Cards
2 × 52 cards: one to play, one for tokens
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood lively

Collections: Games for three · Games for four · Games for five · Games for six or more · Cooperative games · Two decks · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Goal, together: 3 successes before 3 failures.
  • Deck 1 is played. Tokens from deck 2: in each suit A up to the player count. A = weakest, top = strongest.
  • 2 hole cards → round ♣. Flop (3) → ♦. Turn → ♥. River → ♠. Dealer passes left.
  • Round, from dealer's left: take a token from the middle or from a player (yours goes back), or pass (only with a token). Ends when all pass in a row.
  • Old tokens stay face up in front of you.
  • Showdown from A♠ up: each hand ≥ the one before → success, else failure.
  • Never talk about your cards.

Cheat sheet

Hand Example
Straight flush (incl. royal) 9♥ 8♥ 7♥ 6♥ 5♥
Four of a kind 7 7 7 7 K
Full house Q Q Q 4 4
Flush K♦ J♦ 8♦ 5♦ 2♦
Straight 10 9 8 7 6
Three of a kind 5 5 5 K 2
Two pair J J 3 3 A
Pair · high card 10 10 A 7 4 · A J 9 6 3
  • Best 5 of 7. Same kind → compare the key cards, then the rest from the top. Ace also low (5-4-3-2-A).
  • Suits never count; equally strong hands may go in either order.
  • Only the ♠ tokens count at the showdown.
  • Emergency brake: after 3 full laps the round ends; tokenless players take one, clockwise.
  • Allowed: "I take the 3", rule questions. Not: sighs, grins, looks.
  • Variant: lost only after 4 failures.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Poker hands
  4. Setup
  5. A deal, step by step
  6. A token round
  7. Showdown
  8. Talking
  9. Winning the game
  10. Tips for beginners
  11. Variants

Overview

Pokerface is a cooperative card game: all players form one team and win or lose together. It uses the cards and hands of the poker game Texas Hold'em, but nobody bets and nobody plays against anyone else. Instead, each player estimates how strong their hand is compared to the others and shows it by taking a numbered token. At the end all hands are revealed – and they must turn out to be in exactly the order the tokens say. You may not talk about your cards: the tokens are your only way to communicate.

  • Players: 3–6.
  • You need: two standard 52-card decks (ideally with different backs), and paper and pencil.

Pokerface is an original game written for this site, inspired by the cooperative poker game The Gang. It uses its own rules.

The cards

Play cards (deck 1). The whole first deck without jokers – 52 cards.

Tokens (deck 2). From the second deck take, in each suit, the Ace up to the number of players – for 4 players A, 2, 3, 4 of ♣, ♦, ♥ and ♠, 16 cards in all. Put the rest of deck 2 aside. Each suit is used in one of the four token rounds: ♣ first, then ♦, ♥ and ♠.

A token's number shows how strong you think your hand is: the Ace (1) means "my hand is the weakest", the highest token means "my hand is the strongest", the numbers in between mean the places in between.

Poker hands

A hand is the best combination of exactly five cards you can make from your own two cards and the five shared cards in the middle – seven cards in all. Cards rank A K Q J 10 9 8 7 6 5 4 3 2; the Ace can also be low in the straight 5-4-3-2-A. From best to worst:

Hand Description Example
Royal flush A K Q J 10 of one suit A♠ K♠ Q♠ J♠ 10♠
Straight flush five in sequence, same suit 9♥ 8♥ 7♥ 6♥ 5♥
Four of a kind four of one rank 7 7 7 7 K
Full house three of one rank + a pair Q Q Q 4 4
Flush five of one suit K♦ J♦ 8♦ 5♦ 2♦
Straight five in sequence, mixed suits 10 9 8 7 6
Three of a kind three of one rank 5 5 5 K 2
Two pair two different pairs J J 3 3 A
One pair two of one rank 10 10 A 7 4
High card none of the above A J 9 6 3

Any hand of a higher kind beats any hand of a lower kind. Between hands of the same kind, compare the most important cards first (the four, the three, the higher pair …), then the remaining cards one after another from the top. A straight is ranked by its top card. If all five cards are equal in rank, the hands are equally strong – suits never count.

Setup

  1. Choose a dealer; after every deal the next player to the left becomes dealer.
  2. Sort the tokens into four small groups by suit and keep them ready.
  3. Draw two columns on the paper: Success and Failure.

A deal, step by step

  1. Hole cards: the dealer shuffles deck 1 and deals everyone two cards face down, one at a time. These are your hole cards – look at them, but show them to no one. Token round ♣.
  2. Flop: the dealer lays three cards face up in the middle. These shared cards belong to everyone's hand. Token round ♦.
  3. Turn: a fourth shared card. Token round ♥.
  4. River: the fifth and last shared card. Token round ♠.
  5. Showdown – see below.

Tokens you have taken stay face up in front of you for the rest of the deal, in a row. So everyone can see how the others rated their hands in earlier rounds. Only the ♠ tokens count at the showdown.

2♣2♣♣CarlaA♣A♣♣BenQ♣8♥8♠8♠♠Shared cards4♣4♣♣DanA♦2♦3♦4♦4♦♦♦ tokens3♣3♣♣Anna
Pokerface – four players after the flop. Everyone holds two hidden hole cards and has taken a ♣ token (outlined); the ♦ tokens lie in the middle

A token round

Lay the tokens of this round's suit face up in the middle. Starting with the player left of the dealer and going clockwise, each player on their turn does exactly one of these:

  • Take from the middle: take any token from the middle. If you already hold a token of this suit, put it back into the middle first.
  • Take from a player: take the token of this suit from in front of another player. If you already held one, yours goes back into the middle. The other player now has none.
  • Pass: do nothing. You may only pass if you hold a token of this suit.

The round ends as soon as all players have passed one after the other. Since nobody can pass without a token, everyone then holds exactly one.

Emergency brake: if the round has not ended after three full laps (everyone has had three turns), it ends then: everyone without a token takes one from the middle, clockwise, and the round is over.

Example: Anna deals to Ben, Carla and Dan; the ♦ tokens A, 2, 3, 4 lie in the middle. Ben likes the flop and takes the 4♦. Carla takes the 2♦. Dan has three Queens and takes the 4♦ from Ben – Ben now has nothing. Anna takes the A♦. Ben must act: he takes the 3♦, the only one left. Then Carla, Dan, Anna and Ben all pass one after another: the round is over.

Showdown

After token round ♠, the players reveal their hole cards in the order of their ♠ tokens: first the A♠, then the 2♠, and so on. Each player names their best five-card hand. Every hand must be at least as strong as the hand revealed just before it.

  • If the order is right all the way to the highest token, the deal is a success.
  • If any hand is weaker than the one before, the deal is a failure.
  • Equally strong hands may be in either order.

Mark the result on the paper, collect all cards and tokens, and the next dealer begins a new deal.

Example: The shared cards are Q♣ 8♥ 8♠ 5♦ 3♣. Anna (A♠) shows 7♦ 6♥: a pair of 8s with Q 7 6. Ben (2♠) shows A♠ J♦: also a pair of 8s, but with A Q J – the Ace beats Anna's Queen, so Ben is stronger. Carla (3♠) shows Q♦ 10♠: two pair, Queens and 8s. Dan (4♠) shows 5♠ 5♥: 5 5 5 8 8, a full house. Every hand is stronger than the one before: success!

Had Ben held 4♥ 2♦ instead, his hand would be 8 8 Q 5 4. Against Anna's 8 8 Q 7 6, the pair of 8s and the Queen are equal, but her 7 beats his 5. Ben's hand is weaker although his token is higher: the deal fails.

Talking

During a deal you may not give any information about your cards: no "I've got nothing", no sighs, no grins, no looks. You may say what you are doing ("I take the 3"), ask about the rules and point out whose turn it is. Between deals, talk as much as you like – that's the time to learn how your teammates think.

Winning the game

The team wins as soon as it has three successes. It loses as soon as it has three failures. A game therefore lasts three to five deals.

Tips for beginners

  • Look at the shared cards first. If the middle already shows a pair or four cards of one suit, many players may hold a strong hand.
  • Your hole cards matter most in relation to the board. A pair of 9s is great with a board of low cards and weak when three cards higher than 9 are showing.
  • Read the old tokens. A player who took a high ♣ token and then a low ♦ token probably missed the flop.
  • Take from a player when you are sure you are stronger – it forces them to think again.
  • Middle places are the hardest. The weakest and strongest hands are often obvious; spend your thinking on the ones in between.

Variants

All optional – agree before you start.

  • Free-for-all: no turns in the token rounds – everyone takes, swaps and takes from others at the same time, until all agree they are done. Faster and louder (but still no talking about cards).
  • Rising stakes: after each success, the next deal is harder – after the first success, skip token round ♣; after the second, skip token round ♥ as well.
  • Soft landing: the team loses only after four failures. Good for a first game or for 5–6 players.

Background & history

  • Family: Cooperative card game (poker hands, limited communication)
  • Origin: Original design for this site (2026), inspired by The Gang (John Cooper and Kory Heath, Kosmos 2024)
  • Also known as: –
  • Related games: The Gang, Texas Hold'em, Orbit, Hanabi

Pokerface is not a traditional game and not a published one: it was written for this site as a cooperative poker game for two standard decks. Its central idea – Hold'em dealing without any betting, while the players rank their own hands against each other with numbered tokens and must be proved right at the showdown – comes from The Gang by John Cooper and Kory Heath. The race to three successes before three failures and the showdown from the lowest token up follow The Gang as well, and the Free-for-all variant is how The Gang itself is played. The turn-based token rounds, the emergency brake, the cards used as tokens and the other variants are our own; if you enjoy Pokerface, the original is well worth a look.

The Gang was published by Kosmos in 2024 for 3–6 players, in German and English. Its players are a gang of bank robbers: over four rounds they take coloured poker chips to signal the strength of their hands, and the team must crack three vaults before it sets off three alarms. In 2025 it was placed on the recommendation list for the Kennerspiel des Jahres, was nominated for the International Gamers Award and came third in the À-la-carte card game prize. Kory Heath is also known as the designer of the logic game Zendo (Looney Labs).

The dealing follows Texas Hold'em, the most popular form of poker today. The Texas Legislature officially recognises Robstown, Texas, as its birthplace in the early 20th century; the game reached Las Vegas in the 1960s, and no-limit Hold'em has been the main event of the World Series of Poker since the early 1970s. Silent cooperation with scarce information links Pokerface to games such as Hanabi and to this site's Orbit.

Sources