Crazy Eights

Crazy Eights is a shedding game for three or four players with one 52-card deck. Five cards each; the rest is the stock, with its top card turned up to start the pile. Play a card matching the pile by suit or by rank, or an eight, which is wild and lets you call any suit. Cannot play? Draw. First hand emptied wins and scores every card left in the others.

Classic rules
Five of Spades
Spades are in play

Your turn — play spades or fives, or any eight.

Your cards5In hand30 ptsStock36Deal#20260918

Tap a card that matches the pile by suit or by rank — only those are enabled. An eight is always legal and asks you which suit to call. With nothing to play, Draw takes from the stock; when the stock is gone it becomes Pass. The three-dot menu holds the table size, the draw rule and the optional twos-draw-two and queens-reverse cards.

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A round counts as a win when you are the first to empty your hand, or when a blocked round leaves you holding the fewest points. Best score is your biggest single-round total. Kept per table size, in this browser only.

Keyboard

Tab
Move through your hand
Enter
Play the card you are on
D
Draw, or pass when the stock is gone
H
Hint — the card the opponents would play
N
New deal
F
Full screen
Deck
One deck, 52 cards
Players
3 or 4, you against the computer
Deal
5 cards each
Eights
Wild — and 50 points each

How do you play Crazy Eights?

Everyone is dealt five cards. The rest of the deck becomes the stock, and its top card is turned face up to start the discard pile. On your turn you put one card on that pile: it has to match the suit in play, or match the rank of the card on top, or be an eight. Three hands leaves 36 cards in the stock; four hands leaves 31.

An eight is wild. Play one on anything, then name the suit that everyone must follow next — including the eight's own suit, if that is what you want. If you have nothing legal you go to the stock instead, and the first player to get rid of every card wins the round and scores what everybody else is still holding.

One rule catches people out and it is enforced here: you may not draw while you hold something playable. The stock is not a hand-improver. If a card in your hand fits, that card gets played.

What can you legally play on the pile?

Legal plays, with a Nine of Hearts on top
CardLegal?Why
Queen of HeartsYesMatches the suit in play
Nine of ClubsYesMatches the rank on top
Eight of SpadesYesAn eight is legal on anything
Queen of ClubsNoWrong suit and wrong rank

The trap is what happens after an eight. The card on top is then an eight, but the suit in play is whatever was called, not the eight's own suit. Put the Eight of Hearts down and call spades and the next player must follow spades — a heart is dead, even though a heart is looking straight up at them. The board shows the suit in play as a separate badge beside the pile for exactly this reason.

How does Crazy Eights scoring work?

The winner takes the value of every card still in the other players' hands. Nothing is subtracted from the winner and nothing is scored by anyone else.

What each card costs the player holding it
CardPoints
Any eight50
Ten, jack, queen or king10
Ace1
Two to seven, and nineFace value

That puts 200 points in the four eights alone and 508 in the whole deck. It is the reason the wild card is not free: an eight you never spent costs you 50 — as much as five court cards together. When a round is blocked rather than won, the lowest hand value takes it and scores the difference against each of the others — and if two hands tie on the lowest value, nobody wins and nobody scores.

Should you play your eight early or hold it?

Hold it, almost always. About one opening hand in three — 34.1% of five-card hands from a 52-card deck — already contains an eight, so the card is common enough that spending it to save a single draw is a bad trade. Its value is that it is the one card that is legal on every position: it is your guaranteed escape from a suit you cannot follow, and it is 50 points against you if the round ends before you use it.

The computer opponents follow that rule absolutely: they never put an eight down while any ordinary card in their hand is legal. Across every rule setting in the test suite, thousands of eights played, not one went down with a plain card available — the hold penalty in their evaluation outweighs every positive term put together, so an eight is spent only when every legal card left is an eight, which includes going out on one. Everything else they do — which suit to leave in play, whose turn to hand it to — is scored underneath that one hard constraint.

What happens when the stock runs out?

The stock is not reshuffled here. Play simply carries on, and anyone who cannot follow says so and passes. If every player passes in turn without a single card being played, the round is blocked — nobody went out, and the smallest hand takes it on points.

It happens often enough to plan for. Measured over 600 seeded three-handed rounds, with the seats filled both by the shipped opponents and by bots playing a random legal card, between 7% and 11% of classic draw-until rounds end blocked — about one in ten. Turning the twos and queens on pushes that to roughly one round in seven or eight, because a penalty empties the stock in jumps of two, four or six rather than a card at a time. The draw-one rule takes it under one in fifty in every setting, since taking a single card and moving on burns the stock far more slowly than drawing until something fits. If you dislike blocked rounds, that toggle is the fix.

Which Crazy Eights variants can you switch on?

  • Draw until you can play — the classic rule, and the default. You keep drawing until something fits or the stock is empty.
  • Draw one card — you take a single card. Play it if it fits; if it does not, your turn ends there.
  • Twos draw two, and they stack — a two makes the next player take two, unless they answer with a two of their own, which adds two more and passes the whole debt along. An eight does not dodge it; only a two answers a two.
  • Queens reverse — a queen turns the order of play around, which is why it matters whether there are three players at the table or four.

Everything above is off by default except the draw-until rule, because the base game has no special cards at all — the eight is the only wild card in Crazy Eights as it is normally published. The optional cards are here because they are what half the people looking for these rules grew up playing.

How do you get better at crazy eights?

  • Never spend an eight to save one drawAn eight is the only card legal on every position, so it is your guaranteed answer to a suit you cannot follow — and 50 points against you if the round ends with it still in hand. Drawing one card costs you nothing like that much.
  • Leave the pile on a suit you can follow againWhen two cards are both legal, the one that keeps a suit you hold three or four of in play is nearly always better, because your next turn is far more likely to be a play than a draw. This is the single biggest term in the opponents' own evaluation.
  • Watch who draws, and on which suitA player who draws while hearts are in play has just told the table they hold no hearts. Steering back to that suit later is free pressure, and it is how you stop somebody with one card left from going out.
  • Shed court cards before small ones when the choice is closeA king, queen, jack or ten costs 10 points if you are caught with it and a three costs three. Be caught holding a king, a queen and a three and you have handed the winner 23; get the two court cards down first and the identical hand costs you 3.
  • Count the suit you are about to callBefore an eight names a suit, count how many of it are already on the pile and in your hand. Calling the suit you hold most of gives you a follow-up; calling one the table has barely seen gives everyone else an easy answer.

Crazy Eights questions people ask

How many cards do you deal in Crazy Eights?
Five each with three or four players, which is the deal this board uses. The two-handed game deals seven instead, but two-handed Crazy Eights is a different, much tighter game and is not offered here.
Can you play an eight at any time?
Yes — an eight is legal on any card in the game, and you then name the suit that has to be followed. The one exception on this board is an optional rule: while a stacked twos penalty is waiting to be paid, only another two answers it.
What is an eight worth in Crazy Eights?
Fifty points to whoever is caught holding it. Tens and court cards are ten each, an ace is one, everything else is its face value — 508 points in the deck, 200 of them in the four eights.
What happens if the draw pile runs out in Crazy Eights?
Play continues without drawing and anyone who cannot follow passes. Once every player passes in succession the round is blocked, and the player holding the fewest points wins it instead of the player who went out.
Can you win by playing an eight as your last card?
Yes. There is no rule against going out on a wild card, and the suit you call is irrelevant because the round ends immediately. The same applies to a two: play it last and the draw-two never lands, because there is no next turn to serve it on.
Do the computer players cheat?
No. They see the discard pile and their own hand, exactly as you do, plus which suits each player has failed to follow — public information at any real table. Dropped into any seat at the table against bots that play a random legal card, they win at least 38% of three-handed rounds and 27% of four-handed ones, measured over 600 seeded deals in each of the eight rule settings, where a seat gets 33% and 25% by chance.

The rules in six lines

  1. 1Deal five cards to each playerThree or four hands from one 52-card deck. The rest becomes the stock — 36 cards with three players, 31 with four.
  2. 2Turn one card up to start the pileIf that card is an eight it cannot stand as a wild card nobody played, so it goes back under the stock and the next card is turned instead.
  3. 3Match the pile by suit or by rankYour card must match the suit currently in play or the rank of the card on top. That suit is whatever an eight last called, if one has been played.
  4. 4Eights are wild and call the suitAn eight can be played on anything. Whoever plays it names the suit that everyone must follow next, which may be the eight's own suit.
  5. 5Draw only when you cannot playWith nothing legal in hand, take from the stock — one card, or until something fits, depending on the rule in force. A hand that holds a legal card must play it.
  6. 6Pass when the stock is emptyThe stock is never reshuffled. With nothing to play and nothing to draw you pass, and if everyone passes in turn the round is blocked.
  7. 7First hand emptied wins the roundThe winner scores every card left in the other hands: eights 50, tens and court cards 10, aces 1, everything else face value.

The long version, with worked examples and the questions beginners actually ask, is on how to play crazy eights.

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