How to Play
Rules for every game on the table.
Every game here follows the actual rules of the physical version — no shortcuts. Jump to a game below, or browse the full list and pick one to play.
War
Play War →The classic card game. Higher card wins.
Goal
- •Collect all 52 cards.
Gameplay
- •Both players flip their top card simultaneously.
- •Higher card wins both cards. Ace is highest.
- •Tied cards trigger War: each player places 3 face-down, then flips 1. Highest wins all cards on the table.
- •If you run out of cards mid-war, you lose.
Winning
- •First player to collect all 52 cards wins.
Crazy Eights
Play Crazy Eights →Match the suit or rank — or play an 8 to change everything.
Goal
- •Be the first to empty your hand.
Gameplay
- •On your turn, play a card matching the top discard's suit or rank.
- •8s are wild — play any 8 to declare a new suit for the next player.
- •If you can't play, draw from the deck until you can.
Winning
- •First player to play all their cards wins.
Durak
Play Durak →The Russian classic. Don't be the last one holding cards.
Setup
- •Played with a 36-card deck (6 through Ace).
- •The bottom card of the deck determines the trump suit.
- •Each player is dealt 6 cards.
Gameplay
- •The attacker plays a card face-up against the defender.
- •The defender must beat it with a higher card of the same suit, or any trump card.
- •Beaten cards go to a discard pile; unbeaten cards go into the defender's hand.
- •After defense succeeds, the next player becomes attacker.
- •Players draw back up to 6 cards after each round.
Winning
- •Players who empty their hand are out (safely).
- •The last player still holding cards is the Durak — the fool.
Solitaire
Play Solitaire →Beat the deck. Build all four suits from Ace to King.
Goal
- •Move all 52 cards to the four foundation piles, sorted by suit from Ace to King.
Setup
- •7 tableau columns are dealt with 1–7 cards each. Only the top card is face-up.
- •Remaining cards form the stock pile.
- •Choose 1-card or 3-card draw before your first move.
Moves
- •Click the stock to flip cards to the waste pile. Click an empty stock to reset the waste.
- •Place cards on tableau columns in descending rank, alternating red/black.
- •Only Kings can be placed on empty columns.
- •Move Aces and sequential same-suit cards to the foundation piles.
- •You can move cards from foundations back to the tableau.
Garbage
Play Garbage →Flip all ten cards before your opponent does.
Setup
- •Each player gets 10 face-down cards in a 5×2 grid (positions Ace through 10).
- •The remaining cards form the draw pile.
Gameplay
- •On your turn, draw from the deck or take the top card of the discard pile.
- •Place an Ace–10 face-up in its matching position (Ace=1, 2=2, … 10=10).
- •The card that was there becomes your next card to place — keep going!
- •Kings are wild: place one in any face-down slot and continue with the displaced card.
- •Jacks and Queens are garbage — discard them and your turn ends.
- •Your turn also ends if the slot for your card is already face-up.
Winning
- •First player to flip all 10 cards in their grid wins.
Cribbage
Play Cribbage →The classic pegging game. Score 121 to win.
Goal
- •First player to reach 121 points wins.
Setup
- •Each player is dealt 6 cards.
- •Each player discards 2 cards face-down to the crib (dealer's bonus hand).
- •The non-dealer cuts the deck to reveal the starter card.
- •If the starter is a Jack, the dealer scores 2 points (nibs).
Pegging
- •Players alternate playing cards face-up, keeping a running count (max 31).
- •Score points for: reaching exactly 15 (2 pts), reaching exactly 31 (2 pts), pairs and runs on the top of the stack.
- •If you can't play without going over 31, say 'Go'. Opponent keeps playing until they also can't, then scores 1 pt.
- •Last card played scores 1 point.
Counting
- •Non-dealer counts their hand first, then dealer, then dealer counts the crib.
- •Score fifteens (any cards summing to 15 = 2 pts each), pairs, runs, flush, and nobs (Jack matching starter's suit = 1 pt).
- •If you miss points, your opponent can claim them — muggins!
Rummy
Play Rummy →Form sets and runs — go out first to win.
Deal
- •7 cards per player. Remaining cards form the draw pile. Top card starts the discard pile.
Gameplay
- •Draw one card from the draw pile or the top of the discard pile.
- •Form sets (3–4 of the same rank) or runs (3+ consecutive same suit, Ace low) and lay them face-up.
- •Add a card from your hand to any exposed meld on the table (lay off).
- •Discard one card face-up to end your turn.
Winning
- •First player to empty their hand wins. No scoring.
Tong-its
Play Tong-its →Form melds, call a fight, or go Tong to win chips.
Deal
- •3 players. Dealer gets 13 cards; the other two get 12 each.
- •Each player starts with 10 chips.
Gameplay
- •Draw one card from the stock pile (never from the discard pile).
- •Declare melds (sets of 3–4 same rank, or runs of 3+ same suit, Ace low) from your hand.
- •Lay off a card from your hand onto any exposed meld on the table.
- •End your turn by discarding one card — or call a Fight if you have exposed melds.
Winning
- •Tong: empty your hand by melding. Collect 2 chips from each opponent.
- •Fight (Sagot): call a fight instead of discarding. Others fight or fold (Pasaway). Lowest unmelded total wins 1 chip from each opponent.
- •Draw: if the stock exhausts, everyone fights automatically. Lowest unmelded total wins 1 chip from each opponent.
Spite & Malice
Play Spite & Malice →Race to empty your pay-off pile. Jokers are wild.
Setup
- •Played with two decks plus jokers (108 cards total).
- •Each player receives 20 face-down cards as their pay-off pile (top card revealed) and 5 cards in hand.
- •Four centre stacks start empty in the middle. Four side stacks per player start empty.
Gameplay
- •Draw cards to refill your hand to 5 if needed.
- •Play cards from your hand, the top of your pay-off pile, or the top of any of your side stacks onto a centre stack.
- •Centre stacks build in sequence: Ace, 2, 3 … King. When a stack reaches King it is cleared and removed from play.
- •Jokers are wild — they can be played as any card.
- •If you empty your hand mid-turn, you draw 5 more cards and keep going.
- •End your turn by discarding one card from your hand onto any of your 4 side stacks.
Winning
- •First player to empty their pay-off pile wins.
Social Solitaire
Play Social Solitaire →Play your own game of solitaire while hanging out with friends over video.
Goal
Setup
Moves
Multiplayer