Card Game Rules

Competitive patience · Game 164 of 388 ♥

Spite and Malice

Build up from Ace to Queen, clear your pay-off pile first – and never feed your opponent the card they need.

Players
2
Duration
30 min
Age
8+
Difficulty
medium
Cards
2 × 52 cards, no jokers
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood relaxedlearned in 5 minutes

No. 8 in Easy-going games

Collections: Games for two · Games for kids · Two decks

Quick rules

  • Goal: first to play out your whole pay-off pile.
  • Deal (2 decks): each 20 face down as pay-off pile, top card face up, and 5 in hand; the rest is the stock. Higher pay-off card starts.
  • Turn: draw up to 5. Play to the shared centre stacks (max 3): A, then one higher up to Q – from hand, a side-stack top or your pay-off top (turn up the next).
  • End your turn: one hand card onto one of your side stacks (max 4).
  • Kings are wild – any card you need, never an Ace.
  • Empty hand mid-turn: draw 5, keep playing. Stock runs out: draw.

Cheat sheet

Piles

Pile Rules
Centre (≤ 3, shared) A, 2, 3 … Q; full → opponent shuffles it into the stock
Side (≤ 4, yours) any order, only from hand
Pay-off (20) only top card, only to centre

Remember

  • Side stacks: never your pay-off card, never a card from another side stack. With four, play on top of one.
  • Score (several games): winner 5 + 1 per card left in the loser's pay-off pile.
  • Tips: don't build a centre stack to one below your opponent's pay-off card; save Kings to free your pay-off card; build side stacks downwards (9, 8, 7).
  • Start tie: both reshuffle their pay-off piles. 3+ players: clockwise.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Playing a turn
  5. Kings
  6. Full centre stacks
  7. Winning the game
  8. Tips for beginners
  9. Variants

Overview

Spite and Malice is a competitive patience for two: you play like a solitaire, but against an opponent. Each player has a pay-off pile of 20 cards. Both of you build shared piles in the middle, from Ace up to Queen, and use them to get rid of your pay-off cards. The first to play the last card of their pay-off pile wins.

  • Players: 2.
  • You need: two standard 52-card decks, no jokers – 104 cards.

The cards

  • Cards rank A (low) 2 3 4 5 6 7 8 9 10 J Q (high). Suits don't matter.
  • Kings are wild: a King can stand for any card you need.

Setup

  1. Shuffle both decks together.
  2. Deal each player 20 cards face down in a pile: this is your pay-off pile. Put it in front of you and turn its top card face up.
  3. Deal each player 5 cards as a hand. Keep your hand hidden.
  4. Put the rest face down in the middle as the draw pile (stock).

During the game three kinds of piles appear, all face up:

Pile Whose? How many? Rules
Centre stacks shared at most 3 start with an Ace, then 2, 3 … up to Q
Side stacks your own at most 4 any cards in any order, only from your hand
Pay-off pile your own 1 only the top card can be played

The player whose face-up pay-off card is higher (a King counts highest) goes first. If they are equal, both shuffle their pay-off piles and turn up a new top card. Then you take turns.

Playing a turn

  1. Refill your hand: if you have fewer than 5 cards, draw from the stock until you have 5.
  2. Play to the centre: as many cards as you like, one at a time. A card may come from your hand, from the top of one of your side stacks or from the top of your pay-off pile. It must be: - an Ace, to start a new centre stack (if fewer than three exist), or - exactly one higher than the top card of a centre stack.

When you play the top card of your pay-off pile, turn up the next one – it may be playable too. 3. End your turn by putting one card from your hand face up on one of your side stacks (or starting a new one, if you have fewer than four). As soon as you do that, your turn is over.

Rules for the side stacks:

  • Only cards from your hand may go there – never your pay-off card, and never a card moved from another side stack.
  • If you already have four side stacks, you must put the card on top of one of them.

Empty hand: if you manage to play all five cards from your hand to the centre (without playing to a side stack), draw five more at once and keep playing.

Example: a centre stack shows 4♣. Your pay-off card is the 6♥. You play the 5♠ from your hand on the 4, then the 6♥ from your pay-off pile. The next pay-off card is a 9. You have no 7, so you play a King as the 7 and the 8♦ from your side stack, then the 9 from your pay-off pile!

Stock4♣4♣♣2♦2♦♦CentrestacksA146♥6♥♥Pay-offpileQ♣8♦8♦♦J♠J♠JSidestacks5♠K♥3♣10♥2♠2♠♠Your hand
Spite and Malice – your side of the table at the start of the example

Kings

  • A King may be played on a centre stack as the next card needed – on a 7 it counts as an 8, and so on.
  • A King always counts as the card above the one it covers, so it cannot start a centre stack: every centre stack begins with a real Ace.
  • A King may also go on a side stack like any other card.

Full centre stacks

When a centre stack reaches Queen (or a King played as the Queen), it is complete. Your opponent shuffles its 12 cards into the stock. This frees the space for a new centre stack, and you keep playing.

Winning the game

  • You win as soon as you play the last card of your pay-off pile to the centre.
  • If the stock runs out before that, the game is a draw.

Scoring (optional): if you play several games, the winner scores 5 points plus 1 point for each card left in the opponent's pay-off pile.

Example: you win while your opponent still has 7 cards in their pay-off pile: 5 + 7 = 12 points.

Tips for beginners

  • Your pay-off card is the most important card on the table. Every other move should help you reach it.
  • Look at your opponent's pay-off card before you play: don't build a centre stack up to one below it.
  • Save Kings for the moment when they free your pay-off card.
  • Keep your side stacks tidy: put cards on them in descending order (for example 9, then 8, then 7), so you can later play them off one after another.
  • Keep one side stack empty as long as you can – it gives you more choice later.

Variants

Optional – agree before you start.

  • More centre stacks: there is no limit on the number of centre stacks, and full stacks stay where they are until the stock runs out.
  • Ace must be played: you must start a new centre stack as soon as you can play an Ace.
  • Other pile sizes: at some tables the pay-off piles have 21 or 25 cards, according to pagat.com; fewer cards make a shorter game.
  • Jokers: add jokers as extra wild cards; like Kings, they cannot be played as an Ace.
  • More players: three or more players can play; take turns clockwise.

Background & history

  • Family: Competitive patience (both players build shared piles in sequence)
  • Origin: USA, 1960s
  • Also known as: Cat and Mouse
  • Related games: Crapette / Russian Bank, Skip-Bo, Speed, Racing Demon

Spite and Malice is a competitive patience: each player works through their own cards as in a solitaire, but both share the centre piles and try to block each other. According to Wikipedia, an early reference appears in The Santa Fe Magazine in 1963, and Richard L. Frey published rules in 1965, describing it as "a recent husband-and-wife game". Wikipedia traces it back to the 19th-century game Crapette (Russian Bank), in which two players also race to play cards to shared foundations.

The game has been sold in commercial versions with special cards: best known is Skip-Bo, sold by Mattel, which uses numbered cards 1–12 and wild "Skip-Bo" cards in place of Ace–Queen and Kings. According to Wikipedia, Hasbro also sold a version under the name Spite and Malice.

The rules here follow pagat.com, which uses 20-card pay-off piles, at most three centre stacks and four side stacks. Some players use other pay-off pile sizes (for example 21 or 25 cards) or allow more centre stacks; these are listed as variants.

Sources