Get rid of your cards first, rise to the top, and let last place pay tax next round. Easy to learn, quick to play, and full of power shifts.
Deal a 52-card deck among 3–8 players. The goal is to empty your hand first. Threes are low, then ranks rise through ace, with twos highest.
This version: the 3 of clubs opens, passing is temporary, and finishing positions determine the next card exchange.
| Role | Before the next round |
|---|---|
| President | Receives last place's two best cards |
| Vice President | Receives second-last's best card |
| Middle players | No exchange |
| Second-last | Gives one best card |
| Last place | Gives two best cards |
Save a two to regain the lead, play awkward groups while opponents can still answer them, and watch whoever is closest to going out.
You may pass even when able to play. Use that choice to protect cards that will matter later.
The video explains the rules in English. Check your table's house rules before you begin.
Common additions let twos clear the pile, four of a kind reverse ranking, jokers act as wild cards, or equal cards skip a player. Agree whether passing is permanent.
Nothing up your sleeve—just legal moves that make everyone wonder when you got so sharp.
Once all four twos and aces are gone, kings become much safer.
Save a powerful card when winning the current pile does not matter.
Pairs and triples become difficult to shed once opponents run out of matching groups.
The quiet player with two cards is more dangerous than the loud player with ten.
After the exchange, make the President spend those premium cards early.
Two, followed by ace and king.
No. The number of cards must match.
Not in this version; you may play if the turn returns before the pile clears.
Rules reviewed on 24 September 2026. House rules vary; this page describes one clear standard version.
Deal the cards and see who holds the power when the last two is played.