Card Game Rules

Vying game · Game 333 of 388 ♦

Underdog

One card each, one chip to fight – and the lowest card in the fight adds the underdog card, so the weakest card can win.

Players
3–6
Duration
15 min
Age
10+
Difficulty
easy
Cards
13 cards (A–K of one suit), plus chips
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood livelylearned in 5 minutes

Collections: Games for three · Games for four · Games for five · Games for six or more · No score pad needed · 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: most chips after the last round.
  • Setup: A–K of one suit. 4 chips each, 8 in the bank. Youngest starts.
  • Deal: shuffle, 1 card each, secret. Rest = draw pile; turn its top card up: the underdog card.
  • Draw: from the start player, clockwise, each either swaps (draw, keep one, lay the other face up) or turns up a new underdog card.
  • Then, in the same order: fight (1 chip) or pass.
  • Showdown: the lowest fighter adds the underdog card. Highest total takes all bets + 1 bank chip and starts next.
  • Last round (bank 2): fighting costs 2, the winner gets both bank chips.

Cheat sheet

Situation What happens
Card values A = 1 … J 11, Q 12, K 13
Lowest fighter adds the underdog card
Tie nearest the start player (clockwise) wins
One fighter wins without showing
Nobody fights bank chip stays, same start player
Last round, only 1 chip fight for 1
No chips left out
Game end: chips tied shared win
  • Middle cards are the most dangerous: too low to beat high cards, too high to be lowest.
  • A low card can win when the underdog card is high.
  • Face-up swapped cards show which values are gone.

Full rules

  1. Overview
  2. The cards and chips
  3. Playing a round
  4. The last round
  5. Winning the game
  6. Tips for beginners
  7. Variants

Overview

Underdog is a tiny game of nerve and bluff with only 13 cards. Each round you hold one card and may swap it once. Then everyone decides in turn whether to fight for the round by betting a chip. Among the fighters, the highest card wins – but the lowest card in the fight adds the value of the face-up underdog card, so a weak card can suddenly beat a strong one. The winner takes all the chips bet plus a chip from the bank. After seven rounds, the player with the most chips wins.

  • Players: 3–6.
  • You need: the 13 cards of one suit from a standard deck, and chips (or counters, matches) – up to 32. You play for chips, not money.

Underdog is our own adaptation for ordinary cards, inspired by Kobayakawa (Jun Sasaki, Oink Games, 2013). It has not been playtested in this form yet.

What is different from the original: the original has 15 cards numbered 1 to 15; Underdog uses the 13 cards Ace to King of one suit, so the values go from 1 to 13. The original rules don't say what happens when nobody fights or when a player has no chips left; the rules for these cases below are our own.

The cards and chips

Take the Ace to King of one suit, say diamonds. The other cards are not used. Each card has a value:

Card Value
A 1
2 to 10 2 to 10
J · Q · K 11 · 12 · 13

Each player gets 4 chips. Put 8 chips in the middle as the bank; they are the prizes for the rounds. The youngest player is the first start player.

Playing a round

A round has four steps.

1. Deal. Shuffle the 13 cards. Deal one card face down to each player; look at your own card and keep it secret. Put the rest face down as the draw pile and turn its top card face up next to it: this is the underdog card.

2. Draw. Beginning with the start player and going clockwise, everybody does one of these two things:

  • Swap: take the top card of the draw pile. You now have two cards: keep one and lay the other face up in front of you, where everybody can see it.
  • New underdog: turn the top card of the draw pile face up and put it on the underdog card. Only the top card counts; the new underdog card replaces the old one.

3. Fight or pass. Again beginning with the start player and going clockwise, everybody decides once:

  • Fight: put 1 chip in front of you (in the last round: 2 chips, see below).
  • Pass: you are out of this round and risk nothing.

You decide in turn, so you know what the players before you have done.

4. Showdown. The fighters turn up their cards.

  • The fighter with the lowest card adds the value of the underdog card to their card.
  • The highest total wins the round. If two fighters tie, the one who comes first in turn order, counting from the start player, wins.
  • If only one player fights, they win without showing their card.
  • If nobody fights, nobody wins; the bank's chip stays for the next round and the same player starts again (our own rule).

The winner takes all the chips bet in this round (their own too) and 1 chip from the bank. The winner becomes the start player of the next round.

Example: Anna is the start player. Anna has the 9, Ben the 3, Carla the J, Dan the 6; the underdog card is a 4. Anna swaps: she draws the 2, keeps the 9 and lays the 2 face up. Ben turns up a new underdog card: the 10. Carla draws the Q, keeps it and lays the J face up. Dan draws the 5, keeps the 6 and lays the 5 face up. Now Anna fights with her 9, and so does Ben – with a 3, he hopes to be the lowest fighter. Carla fights with her Q; Dan passes. Showdown: Ben's 3 is the lowest card, so he adds the underdog card: 3 + 10 = 13. That beats Carla's 12 and Anna's 9. Ben takes the 3 chips bet and 1 chip from the bank, and starts the next round.

The last round

When only 2 chips are left in the bank, the next round is the last round – usually the seventh. In it, fighting costs 2 chips (or 1 chip if that's all you have), and the winner takes both chips from the bank as well as all the chips bet.

A player who has no chips left can't fight any more and is out of the game.

Winning the game

After the last round, the player with the most chips wins. Players with the same number share the win.

Tips for beginners

  • A very low card is not hopeless: if the underdog card is high and you are the lowest fighter, you may well win.
  • A middle card is the most dangerous: too low to beat the high cards, too high to be the lowest fighter.
  • The face-up cards in front of the players tell you which values are no longer in the game.
  • Turning up a new underdog card is a way to help your own low card – or to spoil someone else's plan.
  • Playing late in the fight step is an advantage: you already know who fights.

Variants

  • Fifteen cards: if your two jokers look different, add them as 14 and 15 to get the full range of the original.

Background & history

  • Family: Vying game (one card each, a single bet, the lowest card gets a bonus)
  • Origin: Adaptation for this site (2026) of Kobayakawa (Jun Sasaki, Oink Games, 2013)
  • Also known as: –
  • Related games: Kobayakawa, Indian Poker, Guts

Underdog is not a traditional game: it was written for this site as a version of a published game that you can play with an ordinary deck. Its idea comes from Jun Sasaki's Kobayakawa: a single card in your hand, one chance to swap it or to change the face-up card, a decision in turn whether to fight for a chip, and the twist that the lowest fighter adds the face-up card to their own. Seven rounds, a bank of eight chips and a double-stakes last round follow the original too. If you enjoy Underdog, the original is well worth buying – it fits in a pocket.

Kobayakawa was published in 2013 by the Japanese publisher Oink Games, known for its small boxes. It has 15 cards numbered 1 to 15 and, in the IELLO edition, 32 coins. IELLO and Superlude brought it out in the West with cardboard coins instead of the original's metal ones; in Germany it was published by the Heidelberger Spieleverlag, and in 2016 it came eighth in the À la carte card game prize. According to Oink Games, a new edition in 2018 doubled the number of coins and changed the betting rules; there is also a digital version.

Our version uses the 13 cards of one suit instead of 15 numbered cards. The rules don't say what happens when nobody fights or when someone runs out of chips, so we added our own rulings for those cases.

Sources