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.

Match the suit or rank — or play an 8 to change everything.

Deal

  • •7 cards each with 2 players, 5 each with 3 or 4.
  • •The top card of the deck starts the discard pile (never an 8 — it's shuffled back).

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.
  • •When the deck runs out, the discard pile (except its top card) is shuffled into a new deck.

Special cards

  • •2: the next player draws 2 — unless they play a 2 of their own, which passes the penalty on, stacked.
  • •One-eyed Jacks (♥ and ♠): the next player draws 5 — unless they play a one-eyed Jack, which stacks it.
  • •Ace: the next player's turn is skipped.

Winning

  • •First player to play all their cards wins.

The classic pegging game. Score 121 to win.

Goal

  • •First player to reach 121 points wins — the game ends the moment they get there.

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.
  • •After a Go or a 31 the count starts again from zero, led by the opponent of whoever played last.
  • •Last card played scores 1 point (not on top of the 2 for exactly 31).

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).
  • •A 4-card flush counts in a hand but not in the crib — the crib needs all 5 cards (with the starter) in one suit.
  • •If you miss points, your opponent can claim them — muggins!

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 player with the lowest trump attacks first. The defender is the player to their left.
  • •The attacker plays a card face-up against the defender, and may add more cards of any rank already on the table.
  • •At most 6 attack cards per bout, and never more unbeaten cards than the defender holds.
  • •The defender must beat each card with a higher card of the same suit, or any trump card.
  • •If every card is beaten, they're discarded and the defender attacks next.
  • •If the defender takes the cards instead, they lose their turn to attack: the player to their left attacks next.
  • •After each bout everyone draws back up to 6 — the attacker first, the defender last.
  • •Players who are out of cards are skipped.

Winning

  • •Players who empty their hand are out (safely).
  • •The last player still holding cards is the Durak — the fool.

House rules

  • •Only the main attacker plays attack cards — other players don't throw in.
  • •Taking ends the bout at once; the attacker can't pile on extra cards first.
  • •If nobody holds a trump, the player with the lowest card attacks first.

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.
  • •If a King is filling in for a slot, the real card for that slot can replace it — the King then moves to another face-down slot.
  • •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.
  • •When the draw pile runs out, the discard pile (except its top card) is shuffled into a new one.

Winning

  • •First player to flip all 10 cards in their grid wins.

House rules

  • •One hand decides the game — the layouts don't shrink over several deals.

Form sets and runs — go out first to win.

Deal

  • •10 cards each with 2 players, 7 each with 3 or 4. 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 — but not the card you just took from the discard pile.
  • •When the draw pile runs out, the discard pile (except its top card) is shuffled into a new one.

Winning

  • •First player to empty their hand — by melding, laying off or discarding — wins.

House rules

  • •One hand, no scoring: first out wins.
  • •You may lay down as many melds as you like in one turn.
  • •If the card you took from the discard pile is your last card, you may discard it.

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 turn cards over onto the waste pile (with 3-card draw, the third card is the one in play). Click an empty stock to turn the waste back over.
  • •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.

House rules

  • •1-card draw is offered alongside the standard 3-card draw.
  • •Unlimited passes through the stock.
  • •Cards may move back from the foundations to the tableau.
  • •Part of a face-up run may be moved, not only the whole run.

Multiplayer

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

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 turn cards over onto the waste pile (with 3-card draw, the third card is the one in play). Click an empty stock to turn the waste back over.
  • •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.

House rules

  • •1-card draw is offered alongside the standard 3-card draw.
  • •Unlimited passes through the stock.
  • •Cards may move back from the foundations to the tableau.
  • •Part of a face-up run may be moved, not only the whole run.

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 and they go to the bottom of the winner's pile. 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 (both at once is a draw).

Winning

  • •First player to collect all 52 cards wins.