Eights, also called Crazy Eights is an entertaining and exciting game for two to eight players, and is fun for all ages being a game that is easy to learn but which can provide great fun to it's participants. Although not actually a member of the Rummy family of games, this game is also sometimes called Swedish Rummy.
A standard deck of 52 cards should be used when anywhere from two to five people are playing. For six or more players, two standard decks should be used instead, shuffled together.
The dealer can be determined in various ways. One common method in this game is for any player to start dealing the cards out one by one to each player. The first player to receive any spade becomes the first dealer.
Once the dealer is determined, he shuffles and deals one card at a time, clockwise around the table, starting with the player at his immediate left. If two are playing each individual should receive seven cards, but if more are playing, each player should receive five. These cards should be dealt face down in front of each player. The remainder of the deck is placed face down in a squared pile in the center of all the players (called the stock pile). The dealer then flips over the top card, called the starter card. If this starter card is any eight, the dealer must bury it back into the middle of the deck and draw another to replace it.
Play begins with the player to the dealers immediate left and follows in a clockwise direction around the table.
This player, after examining his hand can then play one card from his hand on top of the starter card if able. In order to play a card, the card played must match the starter card in suit or rank. Thus a club could be played on any club or a five could be played on another five regardless of suit. Court cards and aces are also considered separate ranks, thus a King could be played on another King or another card of its same suit, but could not be played on a Jack of another suit. If a player cannot (or chooses not to) play a card, they must draw cards, one at a time, from the stock pile until they receive a card they can or want to play. Once the player plays a legal card to the starter pile, their turn ends and the next player continues in the same manner.
: All eights are considered wild cards, and thus an eight can be played on any card, not needing to match that cards suit or rank. When a player on their proper turn plays an eight, they must then declare the suit to which the next player will play (it does not need to be the same suit as that of the actual eight played). The next player must then play a card of the named suit or another eight. If unable to, he needs to draw until able to play such a card (unless of course, the player who played the eight wins the hand, in which case that player is the winner and the hand is immediately scored).
When a player is able to play the last in his hand to the starter pile, the hand immediately ends with that player winning this hand. The player winning the hand then collects points from all the other players based on the cards remaining in their hands:
Scoring for cards remaining in the hand:
|Royalty Card (King, Queen, Jack)||10|
|All other numbered cards (3,4,9,etc)||Face Value of Card||
If the stock pile runs out and a player cannot play on his turn, he instead must pass. If all players pass and no player can play a legal card, the hand also ends. All the hands are scored, as above, and the player with the lowest point total is declared the winner of the hand. They receive a point value from each other player consisting of the difference between the counts of their hand and that player.
A game of Crazy Eights is usually played until one player, at the end of a hand reaches or exceeds 100 points. At this time, that player is declared the winner of the game is also awarded an additional 100 points for this accomplishment.
Most variations of Crazy Eights revolve around designating special cards in the deck such that they may alter the game play in some manner.
Some of the most popular of these follow. Although these variations are described using one of the more common cards to represent its special significance, other denominations of cards are sometimes used for the same purpose. For instance, sometimes a Jack is used to change the direction of play instead of a Queen. The specific card used is not too vital to the game as long as all players are clear on what cards represent what. A number of proprietarily sold games are very similar in concept and gameplay to Crazy Eights and some of its variations.
: In this rule variation, when any Deuce (two) is played, the next player must draw two cards from the top of the stock and miss their turn.
When missing their turn, the turn passes to the player whose turn would normally follow the player drawing the cards.
However, if the player who was to draw has a two of their own in their hand, they can play it, thus avoiding the penalty. In this case, the next player must either play their own two or must draw four cards and miss their turn. If this player also plays a two, the following player then must draw 6 cards and miss a turn. This will continue, as twos are played, with the first player unable to play one, forced to draw two cards for each two played in series, and also missing their turn.
: This variation is identical to the optional rule for twos, above. However, instead of 2 cards needing to be drawn for each two played, four cards would be drawn when a four is played or four additional cards must be drawn for each consecutive four that is played after it.
: When a player plays a King, the next player in turn is skipped (misses this turn). The following player after the individual who was forced to skip their turn may play as normal, even playing their own King to force the next player in sequence to miss their turn. Often when playing this variation, a rule is set that a player may avoid missing his turn, if he can play his own King on the King just played. In this case the following player will miss their turn unless they can play a King from their own hand.
: In this variation, when a player, on his turn plays any Queen, this reverses the current direction of play. Thus, when the first Queen is played in a game, the direction will switch from counterclockwise to counterclockwise. Each succeeding Queen will cause the direction to reverse again. Therefore, the player who played the card immediately preceding the play of the Queen will then have another turn as the rotation of play has changed direction. As in any other card, a player on his turn can play a Queen on another Queen, thus immediately reversing the direction again.
There are also other variations of Crazy Eights that are often played:
: In this variation, a player need only draw one card if he cannot play to the current up-card. If he still cannot play after drawing the additional card, he must then skip his turn, with the turn advancing to the next player.
: Here, if a player has a card in their hand that they can play, they cannot draw and instead must play a legal card on their turn, if able. Most play this variation with the following exception to this rule: A player is NOT required to play an eight. Even if this eight is the only card a player would be able to play, he need not play it and may draw from the stock instead if he does not choose to play this card.
: In this variation, when a player plays his second to last card, he must signal in some, predetermined way that he has only one card remaining. If a player forgets to announce this, the player cannot play his last card on this turn and, depending on the variation, is usually penalized in some manner. Usually this penalty consists of the player being required to immediately draw one or more additional card from the stock to add to their hand.
: Using this rule, when the stock is exhausted the discard pile is immediately turned face down, shuffled and used to start a new stock pile which players will continue to draw from when unable to play on their turn.
: This is a variation of Crazy Eights for two players which uses a similar scoring system to Hollywood Gin. The game itself is played identically to the standard game, however where this version differs is in the way the score sheet and scoring is accomplished. At the end of a hand, the total scores for the players will be entered in up to three columns (representing three individual "games") on the score sheet. When a player wins his first hand, his total scored points are entered into the first game column. When he wins his second game, the total score for the hand is entered into the first and second game columns. On the third and subsequent hands he wins, the total score is entered into each column. When one player first scores 100 or more points in any column at the end of a hand, he is considered the winner of that "game". No more scoring from any player is entered into that game column. The game session is complete, when all three "games" have been won. In some versions, when one game is won, another game column can be added to the score sheet, up to any number of maximum game columns so being added. The scoring values for the individual cards is also different from the standard game: Each eight is 20, each Ace is 15, Picture cards (King, Queen and Jack) are 10 each and the point value for the remainder of the cards is the rank value listed on the card. When played this way, this game if sometimes called Hollywood Eights.
: This game is a Cats Exclusive and has been enjoyed by the Cats for quite some time.
The rules of Crazy Aces are identical to Crazy Eights with a few important differences.
Crazy Aces uses the standard 52 card deck with the addition of two Jokers to the deck when played by up to 6 participants. If 7 to 10 are playing, two standard 52 card decks are used with 4 jokers.
The standard Crazy Eights rules are used, however, a few of the cards have differing effects for the player of the card.
: In this game, the eights are not considered wild, and are treated as any other numeric card in the deck. Each eight is worth 8 points when calculating points at the end of the hand.
: On his turn a player may always play an ace to the center pile. It does not matter what the current suit or rank of card is currently at the top of the pile, as an Ace is always a legal play. After playing an ace the next player in turn must play a card of the same suit as the suit marked on the ace played or a wild card of their own. If the player is unable to play such a card (or chooses not to), they must draw from the deck similar to any other play where they did not have a card of the correct suit or rank. An Ace or Joker may also be played to the center pile by this next player. Each Ace is worth 25 points when adding cards for scoring purposes at the completion of the hand.
: In Crazy Aces Jokers serve the same purpose as do the Eights in the standard game. A player, at his turn may always play a Joker, and when doing so must state what suit the next card must be that is played to the center pile. Of course the next player may also play an Ace or another Joker if they have such a card and choose to play it. At the end of the hand, the Jokers are worth 50 points each when discovered, unplayed in a player's hand.
All other rules for Crazy Aces are the same as in the parent game.
: A common change often made to the standard game is the designation of the wild card used during play. Any denomination card could be so designated without effecting the game play too much. One of the most common card denominations that is set as this wild card (other than Eight) is the Jack. When Jacks are thus set as the Wild Cards instead of the Eights, the game is often called Crazy Jacks. Thus, the only differences between Crazy Jacks and Crazy Eights is the designation of the Wild Card to be eights and the scoring values of some of the cards used in play. When this change is adopted, the Eight being now a normal card, is worth 8 points and the card value of the Jack is increased to 50.
Mao, Mau Mau and Bartok
: Mao, Bartok and Mau Mau are hilarious variants of Crazy Eights in which most of the game rules are unknown to many of the players or in which the winner of a hand can create a new rule to be used for the remainder of the game.
See the Bartok
rules page on this site for the complete rules for these crazy and fun games.
: Creights is an exciting, newer addition to the Eights family of games. The name of the game itself is a sort of acronym for it's parent game, Cr
. Creigts is designed for three or more players using the standard 52 card deck. This game is also sometimes spelled Craits or Crates.
The selection of dealer and seating positions is the same as in standard Eights. As in that game, the object is to be the first player to empty your hand of cards during the hand. All other player with cards remaining in their hands must add to their score values based on their unplayed cards. At the end of a series of 15 hands, the player with the lowest score is identified as the winner of the game.
For the first hand, the designated dealer deals out 8 face-down cards to each player in a clockwise rotation. He then places the remainder of the deck face down in the center of the table and flips up the top card from the stock face-up next to the stock pile to start the play pile.
This card is treated as if it was played by the dealer, so any effects of the card must be followed as if so played.
Barring any special effects or change of direction by this first card, the player to the dealers immediate left would then play their own card to the play pile as able. As in Crazy Eights, a player may play a card to the play pile if they have a card matching either the suit or rank of the piles top card. If a player on his turn, does have at least one valid play, he must make a play. If a player cannot play a card on his turn, he must draw one card and the turn passes to the next player.
In this game there are a large number of special cards in the deck which may have special effects when played. The following chart lists the cards used in this game, their scoring value and any special effects the card may have on gameplay:
|Card||Special Effect||Score when left in Hand|
|Ace||Nothing during normal play, however during a "Two Series" an Ace adds one to the required draw total (see Two Series below).||1|
|2||Starts a Two Series (see Two Series below) or adds Two to the required draw total of the current series.||20|
|3||No special effect in play but can be used as a nullifier at the end of the hand.||3 - See Below|
|4||Skips the turn of the next player.||15|
|5||Every other player must draw one card from the stock. This draw occurs in current play order starting with the next player in turn.||30|
|6||Same player plays again. If this player still retains cards but does not have a valid play, he must draw a card and pass the turn as normal.||30|
|7||All other players except the player of the 7 and the next player after must draw one card from stock. This draw should occur in rotation in the current play direction.||20|
|8||Played on any card, the player then calls the suit to be played by the next player.||50|
|9||May play on any card, suit changes to the opposite suit of same color as the last suit.||30|
|10||Reverses current direction of play.||25|
|Jack, Queen, King||No special effect.||10|
When any player legally plays a 2 to the play pile, this begins what is known as a Two Series
. When a Two Series is enacted in this way, the standard rules of the game are temporarily put on hold, with special rules being followed during the duration of the "Two Series". After the first player starts the Two Series, each player in normal turn must either play an Ace or Two of any suit to the play pile. The first player in turn who cannot do so must draw cards from the stock pile. The number of cards to be drawn is calculated based on the cards played during the Two Series. For each card of denomination two played during the two series, the player would draw two cards, and for each Ace, they would draw one. Once a player draws the requisite number of cards, the next player in turn would take their turn as normal. If a player runs out of cards during the Two Series, but ends up drawing cards later in the same Two Series, they must continue play with the cards drawn.
Another unique feature of this game is the Shuffle Pressure
feature. A Shuffle Pressure occurs when a player is required, through game play, to draw one or more cards from the stock, but the stock pile contains no more cards. This player is then said to be under Shuffle Pressure. He must then immediately take all but the top card of the play pile and shuffle it together to make a new stock pile. In addition, this player must add five points to their current score. If the player has already been subject to a shuffle pressure during the current game, each additional shuffle pressure doubles the penalty for that player. Thus, a player must add 10 points on the second shuffle pressure and 20 on the third. If for any reason, when a player receives a shuffle pressure, the play pile is also empty, the player still must take the shuffle pressure penalty, but that round ends immediately with all players scoring their hand.
When a player plays a card, leaving himself with only one card remaining in his hand, he must clearly state "One Card". Failure to do this requires that player to draw two cards at the start of his next turn. When a player legally plays his last card the hand concludes with all other players with cards remaining in their hand summing up their totals based on the scoring value of each card (as given in the chart above). However, any threes retained by a player in their hand at this point, have special rules governing their scoring values. If a player has one or more threes in their hand and no cards of any other denomination, that player is entitled to subtract 50 points for each such three in their hand. If the player has other cards of other denominations as well, each three adds three points to his score. However, a player may use a three to nullify any other point scoring cards except an eight. Thus, the player would score three points for the 3, but would score zero for the nullified card. Each three can therefore be used to nullify one other point scoring card (except an eight).
The game consists of exactly 15 rounds, with a different number of cards dealt to each player on each round. The following table summarizes the number of cards dealt to each player per round:
|Round||Cards per Player|| ||Round||Cards per Player|
After the completion of the 15th hand, the player with the lowest total score is considered the winner of the game.
In order to allow for additional players (five or more) Creights is sometimes played with multiple decks. When this is done, there are a few extra rules which should be followed in order to retain the games flavor:
- One five of each suit should be removed from the decks used for the game.
- On his normal turn, as long as the first card is a legal play, a player may play multiple copies of the same identical card (same denomination and suit). The first copy behaves as it normally would. The second copy of the same card, however, is treated as if the next normal player in turn had played the card (with all the expected effects of that card). This also causes the next player in normal turn to be skipped. If the second card played is also a card that would allow the player to take an additional turn, they would then get a third turn, after which, the next players turn would still be skipped.
- If a player on his turn, plays a card of the same rank and suit as that of the card currently on the top of the pile, they are then entitled to take another turn. This second turn is in place of the normal next person in turn whose turn is skipped this round. If the card played is one which would allow the player of the card to take an extra turn, the player would get a third turn, but the next player who would normally get their turn is skipped.
: This is another fun variant of Crazy Eights. Although this game is often called just Spoons, we refer to it here as Crazy Spoons so as not to have this game confused with a completely different game
also called Spoons, a fast moving game in which the object is to quickly collect four cards of the same denomination, described here
Crazy Spoons is designed to be played by three to eight players, using two standard 52 card decks shuffled together. In addition, a number of spoons or similar objects is needed for play. One less such object than the number of current participants should be placed in the center of the table in easy reach of all players.
Determination of seating positions and first dealer can be done in a number of ways, with drawing for a high card a common method. Once the first dealer is determined and the cards are shuffled and cut, the dealer then deals out a specific number of cards to each player which is directly dependent on the number of participants in the game. The following chart shows the number of cards dealt per player:
|Number of Players||Cards Dealt per Player|
The cards should be dealt one at a time in a clockwise direction around the table. Once each player has the indicated number of cards, the dealer then places the remainder of the deck face down in the center of the table as the stock. He then turns over the top card from the stock and places it beside the stock to begin the play pile. When turning up the card, the dealer must state the special name of the card (as detailed below). If the turned up card has any special effects (see also below), these effects are attributed to the dealer.
The player to the dealer's immediate left has the first play. Each player has two options on his turn, he may either draw the top card of the discard pile or play a card to the top of the play pile. A card may be played to the play pile if the card played is of the same suit as the current top card of the pile or if the card is of the exact same denomination. When playing a card, the player of the card must also state it's special name. Some of the cards with special effects (as described below) also have a special name which must be stated. For the cards not detailed, the player would simply state the rank of that card (such as "Five" or "Nine".) If, when drawing a card, the card drawn can be immediately played, the player may play the card to the play pile, but must still state the cards name. After these actions, that players turn ends and the next player in proper rotation has their own turn. The normal rotation of play is in a clockwise direction, but certain cards may alter this as shown below.
In addition, a number of the cards in the deck have special effects on the game when played. The following shows the various special cards in the deck:
Razzing and Special Phrases
- Kings: When legally played, a player who plays a King can then specify any other player at the table and demand that they draw two cards. They would thus play the card and state "Bob, Draw Two". The player to whom this demand is made must then draw two cards and say the required phrase when doing so. However, if this player also has a King and elects to play it, he may play the King instead of drawing. This then returns the requirement to draw back to the original player, however the requirement is now three, and the player of the second King would say something like "Lucy, Draw three". This can continue back and forth until one of the players is unable to (or elects not to) play a further King. The player with the final draw requirement would then need to draw a number of cards equal to the number of cards played during this series, plus one. Once one of the player draw, play continues with the next person in turn to the player who played the last King.
- Queens: When a Queen is legally played, the current direction of play is reversed. Thus, if the current direction of play is clockwise, the direction of play reverses to counter-clockwise and if the current direction is counter-clockwise the rotation of play changes to clockwise.
- Twos: When any player legally plays a two on his turn, this begins what is called a "Count". During a Count, the rules of play change somewhat. While in a "Count", each subsequent player in turn must play either a Two or an Ace. When playing such a card, they must announce the total count of Twos and Aces played so far during this Count phase. Twos add two the total count and Aces add 1. Once a player is unable to (or chooses not to) play such a card, he must draw a number of cards equal to the total stated by the last player to play a card during the Count phase. After a player so draws, play continues with the next player in rotation after the drawing player.
- Aces: By themselves, an Ace has no special effects on the play, and
can be played similarly to most other cards. The name of this card when
used in this way is just "Ace". However, when used during a Count phase, an
Ace adds one to the total of the current ongoing Count.
- Jacks: When a Jack is legally played on a players turn, all players must yell "Spoons" and then attempt to grab one spoon from the pile of spoons in the center of the table. Players may only grab one spoon, and, since there are fewer spoons then players, one player will not be able to grab a spoon. The player must state the special phrase and draw two cards. If two players grab the same spoon, the player whose hand is closer to the handle end is said to have possession of it. Once the player unable to obtain a spoon draws the required cards, the spoons are then scattered back on the center of the table.
- Tens: When a Ten is legally played, the player playing the ten must then play another legal card. Any ten MUST be followed by another play by the same player, however. Thus, if a player plays a 10 as his last card, he must still take a turn by drawing a card from the stock.
- Eights: All Eights are considered wild cards. Thus, when played, the player of the card states any of the four suits which becomes the suit that should be played to the play pile. The "name" to be stated when playing this card is the name of the suit to which the next player must play to.
: One of the features which makes this game unique is the use of special phrases and the concept of Razzing during play. Before the game a special phrase should be decided by the players. This is a special phrase which must be said whenever a player is caught making any game error. This phrase can be anything, such as "Drat, foiled again" or "Total Bummer".
Razzing is literally what it sounds like. A player makes a loud razzing or buzzing sound. This indicates they have detected a player making a mistake or error in the game. When Razzing another player, the player should also point to the offending player. The offending player must then immediately draw one card and state the special phrase decided upon for the game or hand. A player only has to draw one card for any specific violation, regardless of the number of players who might Razz him, although all players spotting the fault should ensure to Razz. If two other players have had their turn after the error and no player has Razzed the player, he can no longer be Razzed for that particular penalty. Any game offense can thus be Razzed, which would include (but is certainly not limited to) some of the following:
- A player failing to state "One Card" when having just one card remaining in his hand.
- A player playing out of turn.
- A player playing an invalid card on his turn (i.e. a card that normally could not legally be played on the current top card of the play pile.)
- A player hiding his cards so other players are unable to count the number of cards he has remaining.
- Failing to state the name of a card when playing it or saying an incorrect name for the card.
- Failing to say the special phrase when required to draw a card due to a penalty.
- Razzing another player incorrectly.
Immediately upon reducing his hand to just one card, a player must clearly state "One Card". Failure to do so may result in any other player Razzing this player (as indicated above).
The first player to run out of cards during normal play is the winner of the hand, and the scores are then
totaled. However, if a plays his last card during a Count phase, the game continues until the Count phase completes, as that player may end up drawing cards at the completion of the Count. After one player runs out of cards, each other player must add points to his hand based on the cards remaining in his hand. The following chart shows the values for the various cards found in a players hand at the completion of play. The chart also shows the name of the card which must be stated when it is played.
|Card||Scoring Value||Card Name|
|3, 4, 5, 6, 7, 9||5||Cards Numerical Value|
|Ace||10||"Ace", or current Count Sum Including the Ace|
|2||10||"Two", or current Count Sum Including the Two|
|8||30||Name of Suit to Change for Plays Required|
The game is usually continued until one or more players, at the end of a hand have reached or exceeded 500 points. At that point, the player with the lowest score is declared the winner.
: This variation, also commonly called Two-Four-Jack
is where several of the above described variations are combined with the general rules. The variations usually added are those for the Twos
(drawing of two extra cards), Fours
(drawing of four extra cards), Queens
(direction switch) and Reshuffle
(reuse the expended stock pile) as detailed above. Visit the How to Play Switch
page for the complete rules for playing Switch and it's variations.
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