Contents
1 Origins 2 Basic play 3 Zimbabwean variation of Crazy Eights
3.1 Game Shifting cards
3.1.1 Eight - Declare a suit 3.1.2 Jack- Reverse
3.1.2.1 Two - opponent picks 2 cards 3.1.2.2 joker- opponent picks 5 cards
3.1.3 Defensive cards 3.1.4 Ace - place down any of the same suits you have as the ace
4 See also 5 References
Origins[edit]
The game first appeared as Eights in the 1930s,[1] and the name Crazy
Eights dates to the 1940s, derived from the
United States
United States 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
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[edit]
Eight 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 8, they draw cards from the stockpile until
they get a playable card. When a player plays an 8, they must declare
the suit that the next player is to play; that player must then follow
the named suit or play another 8.
As an example: Once 6♣ is played the next player:
can play any of the other 6s can play any of the clubs can play any 8 (then must declare a 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. 8s 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 100 points, three players 150, four 200, five 250, six 300 and for seven players 350.
Another Variation is all players are dealt 8 cards. Then the top card in the deck is flipped face up and the game begins left to the dealer.
object of the game, be the first to get rid of your cards by following suit, card number, wild cards.
Wild cards
4's & Jacks miss a turn(4's can also be reverse the order) Queen of spades pick up 5 cards from the deck 2's are pickup 2 from the deck. When stacked or paired with other 2's they add to the total you pick up ex. Three 2's is 6 total cards picked up from the deck. Also when the 2 of spades is put on top of the queen of spades it results in pickup 7 for the player next up. 8's are wild and can be used to change suit no matter what the card previously laid down is. Ex. Queen of clubs is laid, the next player lays 8 of diamonds and changes the suit to hearts.
Zimbabwean variation of Crazy Eights[edit]
A similar version of the game is played in
Zimbabwe
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 eight 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 one 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. Players are able to play 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.
Game Shifting cards[edit]
Allow the user to change the ability of the next player to play.
7- Skip the next player
When a player plays a 7, they "skip" the next player who then loses
their turn. If the next player also holds a 7 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. A
seven card can be played matching the rank or suit allowances of the
top card of the discard pile.
Eight - Declare a suit[edit]
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. An eight card cannot be
placed down on top of each other by the same players during their
turn.
Jack- Reverse[edit]
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. A jack card can
be played matching the rank or suit allowances of the top card of the
discard pile.
Two - opponent picks 2 cards[edit]
A two can only be played. if the last played card is a Joker. When the
two is played the player must say "pick 2, no pick and play" otherwise
the next player may play after s/he pick 2 cards. 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). If the opponent has
only the choice of picking 2 cards and s/he would like to play s/he
must say "pick and play" before the player says "pick 2, no pick and
play."
joker- opponent picks 5 cards[edit]
A joker can be played during the player's turn 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[edit]
Defensive cards protect the player from offensive cards used on them
by the previous player. In some variants of the game, when a player is
picking multiple cards as a result of an offensive card played by the
previous player, if the first card the player picks from the deck is
defensive (an ace) they are allowed to immediately play it in that
turn and will not have to pick the rest of the cards they otherwise
should have. If the ace is in subsequent picks, it cannot be played
and the player misses a turn as expected.
Ace - place down any of the same suits you have as the ace[edit]
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.
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.
SPECIAL RULES These only apply if agreed upon at the start of the game : 1. Lucky Card If a player next in line has been dealt an offensive card ( pick 2 / pick 5) or cumulative value after a series of 2’s and Jokers - before picking the number of cards prescribed, the player can ask for a Lucky card. This is the first card on top of the deck. If the card is a blocking card ( Ace ) it can be played to block the penalty. If the card is also an offensive card Joker or Deuce (2) it can be added to the value of the cumulative penalty and passed on to the next player in line. If the first card is neither an offensive nor blocking card then the player should pick the prescribed penalty plus one extra card. 2. In closing, a player can be brought back into the game if the next player in line has a similar face value card. See also[edit]
Uno (card game) Switch (card game) Mau Mau (card game) Macau (card game) Taki (card game)
References[edit]
^ a b c d 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
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