Crazy Eights
In Crazy Eights, playing an 8 card will change the current suit of the game. | |
Origin | Venezuela |
---|---|
Type | Shedding-type |
Players | 2+ |
Skills required | Tactics and communication |
Age range | 4-12 |
Cards | 52 |
Deck | French |
Play | Clockwise and counter-clockwise |
Card rank (highest to lowest) | 8 J A 2 joker 4 K Q 10 9 7 6 5 3 |
Playing time | Various |
Random chance | Medium |
Related games | |
UNO, Seven Seas |
Crazy Eights is a shedding-type card game for two to seven players. The object of the game is to be the first to get rid of all the player's cards to a discard pile. The game is considered a pre-extension of Switch and Mau Mau.[1]
A standard 52-card deck is used when there are five or fewer players. When there are more than five players, two decks are shuffled together and all 104 cards are used.
Origins
The game first appeared as Eights in the 1930s,[1] and the name Crazy Eights dates to the 1940s, derived from the military designation for discharge of mentally unstable soldiers, Section 8.[2][3]
There are many variations of the basic game, and a number of different names including Craits, Last One, Mau-Mau, Pesten, Rockaway, Swedish Rummy, Switch, Last Card, Screw Your Neighbour, Püskiyon and Tschausepp. Bartok, Mao, Quango, Zar, Taki and Uno are more extreme variations.
David Parlett describes Crazy Eights as "not so much a game as a basic pattern of play on which a wide variety of changes can be rung", noting that players can easily invent and explore new rules.[1]
Basic play
Five cards are dealt to each player (or seven in a two-player game).[4] The remaining cards of the deck are placed face down at the center of the table. The top card is then turned face up to start the game.
Players discard by matching rank or suit with the top card of the discard pile, starting with the player left of the dealer. If a player is unable to match the rank or suit of the top card of the discard pile and does not have an eight, they draw cards from the stockpile until getting a playable card. When a player plays an eight, they must declare the suit that the next player is to play; that player must then follow the named suit or play another eight.
As an example: Once the six of clubs is played the next player:
- can play any of the other sixes
- can play any of the clubs
- can play any eight (then must declare a different suit)
- can draw from the stockpile until willing and able to play one of the above
The game ends as soon as one player has emptied their hand. That player collects a payment from each opponent equal to the point score of the cards remaining in that opponent's hand. Eights score 50, court cards 10 and all other cards face value. If the players run out of cards in the deck, the player with the lowest point score in their hand scores the difference between that hand and each opponent's hand.[1]
The winner of the game is the first player to reach a specific number of points. For two players it is 100pts, three players 150pts, four 200pts, five 250pts, six 300pts and for seven players 350pts.
Zimbabwean variation of Crazy Eights
A similar version of the game is played in Zimbabwe following a slightly different set of rules and resembling UNO more than the Basic form of the game. This version is more complicated but more dynamic.
Five to 8 cards are dealt to each player and the remaining cards of the deck are placed face down at the center of the table. The top card is then turned face up to start the game.
Players discard by matching rank or suit with the top card of the discard pile, starting with the player left of the dealer. If a player is unable to match the rank or suit of the top card of the discard pile and does not have a special functions card, or simply does not wish to play any of the cards in their hand, they must draw 1 card from the stockpile. At this point the player has the choice of playing any card from their hand or storing the new card and passing their turn over rather.Players are able to play the same more than one of the same number at once.
There are a number of special functions cards these are either game shifting cards, offensive cards or defensive cards. These are Summarised in a table below and then further explained.
Special functions card summary | |||
---|---|---|---|
Card | Card type | Effect when played from hand | Point Values |
Joker - Draw 5 | Offensive card | Next player in sequence draws five cards and misses a turn. | 50 |
Two - Draw 2 | Offensive card | Next player in sequence draws two cards and misses a turn. | 25 |
Seven - Skip | Shifting card | Next player in sequence misses a turn. | 14 |
Eight - Declare | Shifting card | Player declares next color to be matched (may be used on any turn even if the player has matching suit). | 40 |
Jack - Reverse | Shifting card | Order of play switches directions (clockwise to counterclockwise, or vice versa). | 10 (all face cards) |
King - Continue | Shifting card | Player plays another card from their hand. | 10 (all face cards) |
Ace - Block | Defensive card | Player blocks the effects of defensive cards used on them. | 11 (Regular Ace)
100 (ace of spades) |
Game Shifting cards
Allow the user to change the ability of the next player to play.
Seven - Skip the next player
When a player plays a seven, they "skip" the next player who then loses their turn. If the next player also holds a seven and they play this before the player after them places a card then they counter the "skip" effect and shift this to the player next to them. In a game of two player a "skip" allows the player to play again and can be combined with kings and jacks for an uninterrupted series of play. An seven card can be played matching the rank or suit allowances of the top card of the discard pile.
Eight - Declare a suit
When a player plays an eight, they must "declare" the suit that the next player is to play; that player must then follow the named suit or play another eight. If an eight is played as a directly counter to a declaring eight then the game will continue following the suit of the newly played eight. An eight card can be played during a players turn regardless of the previous suit or rank.
Jack - Reverse
When a player plays a Jack, they "reverse" the game allowing the previous player to play again. The player of the jack can decide if the reversal is for the remainder of the game play (until another jack is played) or if it is only until the previous player has played. This allows the Jack player to play again. In a game of two player a "reverse" allows the player to play again and can be combined with sevens and kings for an uninterrupted series of play. An seven card can be played matching the rank or suit allowances of the top card of the discard pile.
King - Carry on/ Continue
When a player plays a King, they "carry on" allowing the player to play again following the same suit or rank as the King. In a game of two player a "carry on" allows the player to play again and can be combined with sevens and jacks for an uninterrupted series of play. An seven card can be played matching the rank or suit allowances of the top card of the discard pile.
Offensive cards
Offensive cards cause the next player in like to pick up a given number of cards before losing a turn. If a player throws an offensive card during their turn, the next player in line can either block with a defensive card, play their own offensive card, or pick as the offensive card dictates before playing on. If the receiving player the has an offensive card and they choose to play it, this will increase the number of cards the next opponent has to collect. The number of cards collected depends on the offensive card(s) played.
Two - opponent picks 2 cards
A two can only be played if it corresponds to the suit or score of the last played card on the discard pile, or if the last played card is a Joker. When a two is played the next player in line must either block with a defensive card, play their own offensive card, or 2 cards from the deck (more if the total number of cards demanded has been accumulating).
Joker - opponent picks 5 cards
A joker can be played during the players turn but regardless of the suit or score of the last played card on the discard pile on the player. When a joker is played the next player in line must either block with a defensive card, play their own offensive card, or pick 5 cards from the deck (more if the total number of cards demanded has been accumulating).
Defensive cards
Defensive cards protect the player from offensive cards used on them by the previous player.
Ace of Diamonds, Hearts or clubs
Used by a player to nullify the effects of a joker or a two played on them regardless of the suit. Following the ace, the next player must play according to the suit or the rank of the ace. In regular game play an ace can be played corresponding to the suit in play, or if the previous card is an ace.
Ace of Spade
Used by a player to nullify the effects of a joker or a two played on them regardless of the suit. Following the ace, the next player any suit or rank they like. In regular game play an ace of spades can be played regardless of the suit in play or rank of the previous card.
As an example: Once the six of clubs is played the next player can either:
- play any of the other sixes
- play any of the clubs
- play any eight (then must declare a suit)
- play an ace of spades
- play a joker challenge the next opponent to pick 5 cards
- 1 card draw from the stockpile (then play if willing and able to play one of the above options, or pass if not willing or unable.)
If the players run out of cards in the deck then the top card of the discard pile is left face up and the rest of the discard pile cards are shuffled and used as the new deck. The game ends as soon as one player has emptied their hand using a regular card. However, not if the previous card on the discard pile is an Offensive card or a Defensive card. If a player empties their hand under these conditions, or with a special function card, then the player goes "in air", i.e. on their next turn they must pick a one card from the deck and continue playing. If another player ends the game whilst someone is in air, that in air player must pick a card from the deck. The player with the highest cumulative score points loses the round. This game can be played in love eliminating one player each round.
Point values
All regular cards follow their face value.
All Two's have a value of 25
All Seven's have a value of 14
All Eight's have a score of 40
All court cards or face cards have a value of 10
All Jokers have a value of 50
Ace's have a value of 11
The Ace of Spades has a value of 100
The winner of the round is the first player to get rid of their hand by throwing their last regular card on top or another regular card or a shifting card. The winner of the game is the last player after every opponent has been knocked out. If multiple players have the same score (highest) at the end of a round then they must each pick one extra card from the deck until there is a clear loser of the round.
See also
References
- 1 2 3 4 David Parlett, Oxford Dictionary of Card Games, pg. 291 - Oxford University Press, 1996. ISBN 0-19-869173-4
- ↑ Rauf, written by Don (2013). Simple rules for card games : instructions and strategy for twenty card games (1st ed.). New York: Potter Style. p. 25. ISBN 978-0-7704-3385-7.
- ↑ Rome, Ben H.; Hussey, Chris (2013). Games' most wanted : the top 10 book of players, pawns, and power-ups (First ed.). University of Nebraska Press. ISBN 978-1-59797-723-4.
- ↑ https://www.pagat.com/eights/crazy8s.html