: Many players enjoy adding one or more of the following combinations on which a player can legally slap to win the center pile:
- Sequence - The top three or more cards on the center pile could be formed into a valid sequence, either descending or ascending. Around the corner sequences also count for this purpose (i.e. King, Ace, Two).
- Sandwich - A pair of cards with one card of any other value between the pair.
- Double Decker - A matching pair of cards with two of any other card between this pair.
- Marriage - A combination of a King followed immediately by a Queen or a Queen followed by a King.
- Tens - When the last two numerical cards played to the center of the table sum up exactly to Ten. An Ace has a value of 1 for this summation. Any Jacks, Queens or King that might lie in between the last two number cards are ignored.
- Sandwich Tens - When the top two cards add up to ten with one intervening card between.
- Bottoms Up - A card played of the same rank as the first (bottom) card of the pile is played.
- Four in a Suit (Flush) - Four cards consecutively played in turn that are all of the same suit. These four cards need not be in sequential order but must be played in consecutive order.
- Jokers - When this combination is used, two Jokers are added to the deck for play of the game. Any Joker on top of the deck warrants a legal slap of the pile.
: Some players also used Texas rules. When using Texas rules, the goal is not so much to slap first but to grab as many cards as possible. Thus, after slapping the pile, the players then attempt to pull as many cards as possible towards themselves. They may not actually grip or grab the cards but use their slapping hand to attempt to slide as many cards from the center pile as possible to themselves. The cards able to be pulled away in this manner are then added to the bottom of the players own pile. Thus each player, on a slap, may capture the cards they are able to pull away from the center pile.
: Another rule that some players use is to change the behavior when someone incorrectly slaps the center pile. In this case, the player who does so must give one card from his stack to each other player in the game who still has cards of their own. They would place this card face-down at the bottom of their current pile
There are also versions of this game with the only difference being in how a player is required to slap the center pile. A few of these are as follows:
Three Slaps and Out
- Same Hand Slaps - This slap variant allow a player to use the same hand in which he plays his card to also be his slapping hand. The same rule for invalid slaps as in the basic game still applies, of course.
- Hand to Forehead - This version requires a player to first touch their forehead with their slapping hand before they can legally slap the pile. A player failing to do this cannot win the pile, and thus the second fastest slap (if they first made the proper motion) wins the pile instead.
- Safer Slapping - Some players, in an attempt to avoid or lessen potential injuries during the game, also stipulate specific slapping rules for this purpose. Common rules added for this purpose include; no rings or hand jewelry allowed, open hand only slaps or prohibitions on intentional, delayed slapping when the pile has obviously already been slapped and won.
: In this variation, a player who has no cards is not immediately eliminated if they incorrectly slap the center pile. Only after incorrectly slapping three times (while not having cards) must they drop from the game.
Although Egyptian Rat Slap is often played by adults, the game itself appears to have derived from the combination of several children's games. These include some of the following:
Beggar your Neighbor
This game appears to be a direct ancestor of Egyptian Rat Slap and often is known by the similar names Egyptian War or Egyptian Rat Killer. It is best when played by two but can be played by as many as 8.
After selecting the dealer and seating positions, the dealer should deal out the entire deck in a clockwise direction, one card at a time. Some players may get one extra card if the cards can not deal out evenly, which is acceptable.
The players arrange their dealt cards face down in front of themselves and may not look at the values of the cards in their stack. Beginning with the player to the dealer's immediate left, the players take turns by adding one card face up from their stack to a center pile.
If a player plays any numerical card (2-9) to the center the turn passes to the next player who then lays a card of their own. However, if a player plays any letter card (Ace, King, Queen or Jack) to the center, the next player must play a number of cards to the center dependent on the specific letter card played. After the opponent plays the required number of cards, the player who played the letter card then takes the entire pile and places it face down under his own pile. However, if while playing the requisite number of cards, he plays a letter card of his own, the next player in turn must then play a set number of cards to the center. This can continue until a letter card is not played, at which time the player who played the last letter card takes the entire center pile. This captured pile is always placed face down under that player's current pile. The number of cards a player must play is dependent on the specific letter card played as per the following chart:
|Letter Card Played||Number of Cards Required|
When a player runs out of cards he must drop from the game. Play continues until there is just one player remaining with any cards, who is the winner of the game.
: Slap Jack is a perennial favorite among children everywhere. This game can be hard on the cards used, so it is preferable not to use your best deck when playing. Slap Jack, also called Slaps can be played by almost any number of participants. After the dealer is determined the entire deck should be dealt out as evenly as possible. The dealt cards are arranged by each player in front of themselves in a neat face-down stack but they should not view the faces of the cards. Any extra cards that could not be evenly dealt should be placed face-up in the center of the table to start the center pile. The player to the left of the dealer takes the first turn.
A players turn consists of a player taking the top card of his stack and placing it face up in the center of the table. If this card is any Jack, the first player who manages to slap the card captures the entire stack. He gathers the center pile, shuffles it and places it face down under his current stack. When slapping, a player must use the same hand used to play cards to the center of the table. If another card (non-Jack) is played before anyone slaps, the slap is considered an invalid slap and no one wins the pile until the next Jack is revealed. Slapping a card not a Jack normally does not incur any specific penalty, although specific variant rules are sometimes added.
If a player runs out of cards they may still remain in the game until the next Jack is played. If they are unable to capture the pile at that time, they must drop from the game. The game continues until only one player remains with cards, who is declared the winner.
Being a very popular children's game, it is not surprising many variations of basic Slap Jack have been developed. These include the following modified rules:
- Slap Penalties - In the standard game there is no gameplay penalty for incorrectly slapping when the top card of the center pile is not a Jack. However, when using this variation, if a player incorrectly slaps when the card is not a Jack, they must give one card from their pile to each other active player who still retains cards. If a player improperly slaps who has no cards, they must drop from the game.
- Hand to Forehead First - Similar to the variant of Egyptian Rat Slap, before any player may make a valid slap on a Jack he must first touch his forehead with his slapping hand. If a player forgets to do this before slapping a Jack, his slap cannot win the pile, even if his is the lowest hand in the pile.
: War is the classic children's game that along with Go Fish are probably the most widely known card games in the world. War is designed to be played by two players using one standard 52 card deck. The ranking of the cards in the deck is as follows from High to low; King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.
One of the players then divides out the deck in half, each player receiving a stack of 26 face down cards in a neat pile, which is his play pile. Each turn consists of both players flipping over the top card of their stack and placing it in front of their play pile. Whichever card is of a higher denomination takes both cards and places them face down on the bottom of his own play pile. If both cards are of equal rank (such as two tens) this is called Going to War. When this does occur, the players then each place the next face down card from his play pile on top of their previous card and then another face up card on top of the face down card. The higher of these two cards then takes all six cards. If the new faced cards are again of matching rank, another face down card and face up card is played by both players. This continues until one of the player cards is a higher ranked cards who then captures all such played cards, taking them and placing them face down under his play pile. The game continues in this manner until one player captures all of his opponents cards, after which time he is declared the winner of the game.
Being such a widely known and played games, it is not surprising that there are a large number of variations of this game. Some of the more popular such variations follow:
- Three Card Wars: In this variant, instead of one face down card being played by each player in the event of tied face up cards, both players would play three face down cards before turning the next one face up. As in the original game, continued matching ranked cards would continue this until there one player plays a higher card.
- Quadruple War: In the variant titled Quadruple War, each player would place four face down cards in the event of a war and then one face-up card. Whichever of these new face-up cards was higher would win all these cards. In the event of another tie, four more face down cards would be added and another face down, continuing until one of the two faced up cards is a winner.
- Variable Card Wars: In this variant, the rank of the matched cards determines the number of face down the players must play before adding the next face up card. An Ace requires the play of one face down card, a King 13, Queens 12, Jacks 11, and all other cards the numerical value marked on the card. If the second face up card by both players is also of equal rank, the players again add a number of face down cards based on the specific denomination of the new cards matched.
- Progressive War: In this variant, when the two faced cards are matched, each player adds one face down card and then one face up. If these cards are also matched, each player then places two face down cards and one face up. If these next face up cards are again matched, the players then add four face down cards and one face up. Each additional set of tied cards, until a clear higher card is exposed doubles the number of face down cards the players must add (to a maximum of 16, with additional matches requiring 16 cards each time).
- Ace High: In some variants the Ace is considered the highest card (ranking above the King) instead of the lowest card in the deck.
- Crazy Jokers: In this variant, two Jokers are added to the deck used for the game. Normally, a Joker is considered the lowest card in the deck losing to any other cards. However, if the opponents card is the highest ranked card (King) the Joker wins, allowing capture of the card. If both players expose a Joker, a war occurs as normal.
- More Players: Although originally designed for only two players, this game can also be fun for up eight. For even more players a double deck can be used. To start, the cards should be dealt as far as they can be equally distributed. Any cards that cannot be distributed are placed face down to the side, to be won by the player to win the first War. As in the normal version, all players place a card face up to the center of the table, with the highest card taking all these cards played and adding them face down under his own play pile. However, if there are two or more matched cards, the players who originally played those matching cards must then go to War. All other players (including any who potentially played a higher but unmatched card) cannot win these cards and must wait until they are won by one of the players who originally played one of the equally ranked cards. They thus place one face down card to the center of the table, and then take the next card placing it face up. The highest of these new cards then takes all cards played, unless there is again a tie between two or more cards. In that case, the players with those two tying cards do the same thing, continuing until there is just one card which can be designated as the highest ranked. When a player runs out of cards he must immediately drop from the game, with the game continuing until only one player has cards remaining, whom is declared the winner.
This is another game similar to SlapJack. Often called simply Snap, which is also the name for a different game described below.
Snap Slap is played identically to Slapjack with the only difference being in the conditions in which a player may slap the center pile. At any time the top two cards of the center pile are a matching pair, the pile is liable to be slapped. The first player to slap the pile wins the center pile. He does not shuffle pile, but turns it over and adds it beneath his current pile.
Snap is another card game often played by children. Designed for from 2 to 4 players, the goal is to capture all of the cards. Once the seating positions and first dealer are determined, the dealer shuffles the cards and deals out the entire pack face down one at a time around the table. One or more players may receive one extra card but this is common in this game. The players do not actually look at their cards but keep them all in a neat pile face up in front of themselves. The player to the dealer's immediate left has the first turn.
On his turn, a player takes the top card of his face down pile and turns it face up next to his face down pile. When turning the card he must do so in such a way that the card is turned away from himself so he does not see the card before any other player does. On subsequent turns, he adds a card from him hand to this pile. The turns continue in a clockwise rotation around the table, with each player turning over his top card and placing it in a pile next to his face down pile.
At any time that the turned over card numerically matches the top card of any other player's pile, the first player to loudly shout "Snap" wins both piles, placing them both face down on the bottom of his current face down pile. After the pile is captured, the turn continues with the next player after the last who turned a card. If two or more players shout "Snap" at the exact same time, no one wins the piles and both piles are placed in a stack face up to the center of the table, one on top of the other. If there are already cards in the center from previous unwon ties, the new cards are placed on top of the existing cards. If a card is exposed of the same number as the top card of the center pile, the first player to shout "Snap Pot" wins the center pile and the pile topped by the matching card. He places these face down under his current face down pile. If this is tied, both piles are added to the top of the center pile.
If a player incorrectly shouts "Snap" or "Snap Pot" (when there are not two cards of the same denomination exposed) he must give one card from the top of his pile to each other pile. These cards are added to the bottom of the player's current face down pile.
If a player runs out of cards, they turn their face up stack face down, with this becoming his new play pile. If a player has no cards in either pile, they must drop from the game. The last player with cards is declared the winner.
Although deriving from a conglomeration of various children's games, Irish Snap, like Egyptian Rat Slap is often played as a fun party game by groups of adults (best with 3 to 8 players). The game has some similarities to Egyptian Rat Slap, however the goal in this game is reversed, the players vie to get rid of their cards as fast as possible.
This game is played using one standard 52 card deck. Determination of seating positions and first dealer can be done using any mutually agreed upon method, with drawing for low card being common. Once this is determined, the dealer first shuffles the cards and then deals the entire pack, face down around the table one at a time. If one or more players receive an extra card this is acceptable and happens when the cards cannot be divided evenly amongst the number of players participating.
The player to the dealer's immediate left has the first turn with the turn continuing in a clockwise rotation around the table. On his turn, a player turns over the top card of his stack and places it in the center of the table. When doing so, he must turn the card outward away from himself such that he does not view the face of the card before any other players. In so doing, he also attempts to make this motion as fast as possible so the other players do not see the card too much sooner then himself.
As each player plays his card on his turn he must clearly state the next card in an ascending series, starting with Ace. Thus, the normal sequence is as follows: Ace, Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King. The player after the player stating "King" would then start again with Ace, cycling through the series continuously until a valid slappable combination appears. Thus, the first player would state "Ace", the second player "Two", the third player "Three" and so on.
If at any point the card turned over to the center by the current player actually matches the denomination which is verbally stated by the player, all the participants attempt to slap the center pile. The last player to slap the pile must take the entire center pile, sliding it under his own current pile, face down. In addition, if the top two cards of the center pile are of the same denomination, the players must also slap the pile, with the last player doing so required to take the entire center pile. The player who takes the stack then starts the next sequence of cards to the center, beginning again, stating "Ace" as he plays his card. If a player attempts to slap the pile (even if they don't actually contact the top of the pile with their hand) when a slap is not warranted must then take the entire pile. This false slap is called flinching.
As players run out of cards, they no longer continue play. The game continues until only one player retains cards, with this player having lost the game.
An optional rule sometimes added to this game is the silent count. In this version a running count is still performed, however the players do not actually state aloud the current rank. Thus, the players must keep the count silently to themselves, and are still required to slap when the upcard matches the current rank in the ongoing sequence.
Extreme Irish Snap
This version of Irish Snap is played identically to standard Irish Snap but includes a number of additional rules which can make the game even more fast moving and challenging. These include the following:
- Kings - When a King is played the players must also slap, regardless of the stated rank. However, before slapping, the players must first touch their forehead in a salute with the slapping hand. Failure to first make the saluting motion nullifies that players slap who must then slap again after making the appropriate motion.
- Sevens - When any seven is played the players no longer state aloud the current rank in the sequence. This continues until another seven is played. However, a running count is still required, so the players must still retain the count silently to themselves. When the card exposed matches the current, valid running count the players must still slap the pile.
- Running out of Cards - When a player runs out of cards he still remains in the game. On his turn he must still state the next rank in sequence but obviously does not play a card. If the top card of the stack matches his statement, the pile must still be slapped. In fact, the pile can be slapped before he makes his statement as long as the top card is the same as the rank he would normally be required to state. If the player having no cards is the last to slap, he would still be required to take the center pile. As in standard Irish Snap, the game continues until all players but one have run out of cards.
- Queens - When a Queen is played, the players must all slap the pile.
In addition, many games include the addition of one or more of the following rules when playing Extreme Irish Snap:
- Slap Avoidance - When a Queen, King or pair is on the table and also matches the current stated rank, players must NOT slap. If any players slap, the first player to do so must take the entire pile.
- Add Your Own Rule - This optional rule states that if the same player manages to be the first valid slapper on two consecutive slapping opportunities, that player may then add a new rule to the current game. He must clearly state the rule for all players to hear.
- Jacks Reverse - If a Jack is played, the current direction of play is reversed. Players would only slap the Jack if "Jack" was the current stated rank.
- Snap Runs - If a run of three consecutive ascending or descending cards are played in sequence the players must slap the pile.
As in standard Irish Snap, the last player who has cards remaining is said to have lost the game.
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