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.

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.

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.

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.

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.

Play your own game of solitaire while hanging out with friends over video.

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.

Multiplayer

  • Each player plays their own independent game.
  • Scores and wins are shared with the room in real time.

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.

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!

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.

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.

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.