1. Components ¶
- 1 standard 52-card deck (no jokers).
- 5 players.
- Table space for two shared piles and each player's personal collection.
2. Object of the Game ¶
Finish the game with the fewest cards in your collection.
Cards land in your collection whenever you are forced to take a pile — either because a play hit 21 or completed a set immediately before your turn, or because you busted. Most cards = loser; fewest cards = winner.
3. Card Values ¶
| Card | Value |
|---|---|
| 2 – 10 | Face value |
| Jack, Queen, King | 10 |
| Ace | 1 or 11, chosen by the player whose turn it is |
4. Setup ¶
- Choose a dealer (any method — youngest player, high-card cut, etc.).
- The dealer shuffles and deals 2 cards face-down to each player.
- Place the remaining deck face-down in reach of all players as the draw pile.
- Leave space for two shared piles in the middle of the table. Both piles start empty (running total = 0).
- The player to the dealer's left takes the first turn. Play proceeds clockwise.
5. A Turn ¶
On your turn you must play one or two cards from your hand onto the piles, then draw back up to 2 cards from the deck (if any remain).
5a. Playing one card (the normal case)
- Choose one of your two cards.
- Place it face-up on either pile, provided the pile's new running total stays ≤ 21.
- Draw 1 card from the deck to refill your hand to 2.
You may play onto either pile regardless of which player last touched it. Both piles are shared.
5b. Playing two cards (optional)
You may play both cards from your hand in the same turn if doing so creates a set (see §6). Both cards must go onto the same pile — you cannot split a two-card play across the two piles.
After playing two cards, draw 2 from the deck to refill.
5c. The Ace's value at play time
When you place an Ace, you do not declare a value. The next player will choose how to read it when computing the running total for their move (and so will every player after that, independently).
6. Sets ¶
A set is a configuration of cards that, once formed, immediately clears the pile to the next player's collection — the same penalty as hitting 21. Sets are checked the instant a card is played.
Five kinds of set exist. The first two are total-based; the last three are purity-based — every card in the pile must belong to the set type (see Pile purity below).
- Hit 21. Any play that brings a pile's running total to exactly 21. (Single-card or two-card play; either pile.)
- Two cards to 21. Playing both cards from your hand in one turn such that the pile's total becomes 21. The pile does not need to be empty — e.g. pile shows K + 5 = 15, you play 4 + 2 to reach 21.
- Pure suit set. Every card in the pile shares one suit, and the pile contains 3 or more cards.
Example Pile = [5♠, 9♠, 4♠] → all spades, set formed.Counter-example Pile = [5♠, 9♥, 4♠] → the 9♥ breaks purity, no flush is possible until the pile is cleared.
- Pure rank set. Every card in the pile shares one rank, and the pile contains 3 or more cards.
Example Pile = [K, K, K] → three Kings, set formed.Counter-example Pile = [K, 6] → you cannot play K + K to make a rank set, because the 6 is an irrelevant card.
- Pure run set. Every card in the pile, when sorted by rank, forms a contiguous run with no gaps or duplicates, and the pile contains 3 or more cards. Suit does not matter.
- The Ace may be the low end (A-2-3) or the high end (Q-K-A) of a run.
- Runs do not wrap: K-A-2 is not a run.
Counter-example Pile = [4, 6, 9] → not contiguous, no run.
Pile purity
Suit, rank, and run sets demand that the entire pile consist of cards belonging to that set type. A single "irrelevant" card in the pile permanently disqualifies it from suit/rank/run sets until the pile is cleared (by hitting 21 or by a bust/7 collection).
This makes 21 sets the only sets that can form on a mixed pile. Players choosing what to play onto a fresh pile are effectively choosing what kind of set the pile is allowed to grow into.
Triggering a set
The moment you play a card that causes the pile to constitute a valid set, the pile is collected by the next player in turn order (it goes into their personal collection face-down). The pile then resets to empty. Your turn ends; draw back up to 2 cards.
Set vs. bust
If a single card would simultaneously form a set and push the running total over 21, the set wins. The pile clears to the next player; no bust is recorded. This is one way to dump a pile on the next player even when your only "legal" play would otherwise bust.
Multiple sets on one play
If a single play simultaneously forms more than one kind of set, the hierarchy is:
- 21 / two-cards-to-21 wins. The pile is taken by the next player with no chance to extend. The pile clears.
- Among suit, rank, and run, flush trumps run. If a pile is simultaneously a pure flush and a pure run, treat it as a flush only. Only the flush is locked in for extension purposes; the run becomes incidental and may be broken. (A pure rank set cannot coexist with a flush or a run, so no other conflicts exist.)
- Otherwise, the active set type passes the pile in set-mode to the next player, who may extend or take.
A pile transferring under set rules is still a single pile transfer: one set's worth of cards goes to one player. Forming a flush+run together is not a bigger penalty — it just locks the priority on the flush.
Extending a set
When a pile passes to the next player because of a suit, rank, or run set (but not a 21 / two-to-21), the receiving player has a choice on their turn:
- Take the pile. The whole pile goes into their collection, the pile resets to empty, they draw back up to 2 cards. Their turn ends.
- Extend the set. Play one or two cards from their hand onto the same pile. Every card played must continue the set type that the pile was committed to when it entered set-mode — once a pile is committed to (say) a flush, it must remain a flush; you cannot extend by breaking it. Specifically:
- For a suit set, every extension card must match that suit.
- For a rank set, every extension card must match that rank.
- For a run set, every extension card must extend the run at one of its ends, leaving the pile contiguous (Ace still low-or-high, no wrap).
- If a pile entered set-mode as both a flush and a run, the flush takes priority. Extensions need only preserve the flush — same-suit cards are legal even if they break the run.
Two-card extensions are the natural way to grow a run by more than one step.
Example The pile holds an A-2-3 run; the extending player drops both their 4 and 5 in one turn, leaving the pile at A-2-3-4-5 in run-mode. Both ends of a run are fair game — given a 9-10-J run, the extending player could drop an 8 and a Q together for an 8-9-10-J-Q run.After extending, draw back up to 2 cards (1 if one card was played, 2 if two). Play passes onward. The pile remains in set-mode and the next player faces the same extend-or-take choice. The pile only clears (to the player who finally takes it) when somebody declines or cannot extend.
New sets that incidentally form during an extension (e.g. a flush pile that happens to become a run after another same-suit card fills a gap) are a happy bonus — they do not retroactively become required for future extensions. Only the set types active at set-mode entry are locked in.
While a pile is in set-mode, the receiving player cannot play on the other pile — their turn is constrained to "extend or take."
A play that extends a set may itself push the pile over 21; this is fine, because sets always override the bust rule. A play that extends and also hits exactly 21 promotes to a 21 set (highest priority): the player after must take, with no further extension.
Pair from hand is not a set
Playing both of your cards as a same-rank pair (e.g. two Queens) onto a pile does not by itself form a set. You still need 3+ of the same rank in the pile for the rank-set to trigger — and the existing pile cards must also all be of that rank (purity).
7. The 7 Card ¶
A 7 of any suit carries a reverse effect that overrides the normal flow of pile transfers.
The 7 effect
Whenever a 7 is played onto a pile, the player immediately before the one who played the 7 (the player who took the previous turn) must take the entire pile into their collection. There is no way to deflect this — not by forming a set, not by hitting exactly 21, not by busting. The 7 effect takes priority over every other rule in §6 and §8.
After the pile is taken, the pile resets to empty. The player who played the 7 draws back up to 2 cards. Play continues normally with the next player in turn order (the one after the 7-player). The previous player who just absorbed the pile does not get a free turn; they have already taken their hit.
A 7 never sits in a pile
The 7 effect fires on every play of a 7, including a play onto an otherwise-empty pile. Because the prev player immediately takes the pile (and the pile resets), a 7 is never present in any pile at the start of a turn. You can safely assume no pile contains a 7 when it's your turn — every 7 you see has been collected.
On the very first move of the game, a player who opens with a 7 hands a 1-card pile (just that 7) to the player on their right (the prev player in the rotation). Play then proceeds with the next player.
Restriction in set-mode
You cannot play a 7 onto a pile that is currently in set-mode (awaiting an extend-or-take decision per §6) unless the 7 itself qualifies as a legal extension of one of the active sets on that pile:
- A suit set → the 7 must match that suit.
- A rank set → the active rank must be 7 (so any 7 extends).
- A run set → the run must currently end at a 6 or begin at an 8 (so the 7 fits at one end).
If the 7 is a legal extension, you may play it. The 7 effect still fires — the previous player takes the pile — and the set is extinguished by the pile transfer. Otherwise, you cannot play the 7 on that pile; you must instead use your other card to extend (or to play normally on the other pile, only if that other pile is not also in set-mode), or take the set-mode pile.
Interactions
- Set vs. 7. A 7 that would otherwise form a brand-new set (e.g. completes a flush, a rank trio, a run, or hits 21) still triggers only the 7 effect. The set never activates — the prev player absorbs the pile and it resets.
- Bust vs. 7. A 7 that pushes the pile over 21 still triggers only the 7 effect. The prev player takes the busted pile.
- Two-card plays with a 7. A 7 can be part of a two-card play only when that play would otherwise be a legal set play under §5b. In practice this means a "two cards to 21" play whose total happens to need a 7 (for example, the pile totals 7 and you drop 4 + a 7♠, or you drop two 7s onto a pile that totals 7). A 7 can never participate in a suit/rank/run set play, because piles never contain 7s for it to combine with. Whenever a 7 is part of the play, the 7 effect fires; both played cards travel with the rest of the pile to the previous player.
- Endgame. The 7 effect remains active until the very last card is played, including after the draw pile is exhausted (§9).
8. Busting ¶
A bust happens when a card is played onto a pile and the running total exceeds 21 (and no set rescues the play — see §6 "Set vs. bust"). The bust resolves like this:
- The player who placed the busting card takes all cards in that pile (including the busting card) into their own collection.
- The pile resets to empty.
- The player draws back up to 2 cards.
Forced bust
If, on your turn, neither of your cards can be played on either pile without exceeding 21, you are forced to bust. Choose which card and which pile, then resolve as above.
Voluntary bust
You may also choose to bust on your own initiative even when a legal under-21 play exists. Voluntary busts are legal because the "set overrides bust" rule (§6) sometimes makes deliberately overshooting attractive — you might play a card that pushes over 21 but happens to complete a flush, run, or rank set, dumping the pile onto the next player instead of yourself.
Outside of that maneuver, voluntarily busting is almost always bad (you take the whole pile), but it remains legal — sometimes a player will eat a small pile to clear a dangerous board state.
9. The Endgame ¶
When the draw pile is exhausted:
- Players stop drawing replacement cards, but continue taking turns with whatever cards they have left in hand.
- Play continues clockwise. On each turn, a player must play at least one card (or bust) if able.
- Players who run out of hand cards are skipped on subsequent turns.
- The round ends once every player has emptied their hand.
Any cards still sitting in the two shared piles at the end of play are not awarded to anyone — they are simply discarded. Only cards in personal collections count for scoring.
10. Scoring & Winning ¶
Each player counts the number of cards in their personal collection. (Face values do not matter — only the count.)
- Fewest cards = winner.
- Most cards = loser.
- Ties are broken by playing another round, or shared, at the group's preference.
11. Quick Reference ¶
- 5 players, 2 cards in hand at all times (until the deck runs out).
- Two shared piles, both start at 0.
- Each turn: play 1 card (or 2 to form a set), then refill from deck.
- Hit 21 (or two-to-21) → next player takes the pile, no extension allowed.
- Form a pure suit / rank / run set (entire pile is 3+ cards of one type — no irrelevant cards) → pile passes in set-mode to the next player, who may extend or take (extension uses 1 or 2 cards, all of which must continue an active set).
- A 7 played on any pile → previous player takes the pile. Overrides sets, 21, and busts. May only be played on a set-mode pile if the 7 itself extends that set. 7s never sit in piles.
- Bust → you take the pile yourself. Forced when no legal play exists; voluntary busts are also allowed (mainly to chase a set-overrides-bust dump).
- Aces are 1 or 11, decided fresh each turn by whoever is about to play.
- Flush trumps run when both apply to the same pile.
- Two-card plays (and two-card extensions) must go onto a single pile.
- Cards left in the piles when the deck and all hands empty are discarded (not awarded to anyone).
- Fewest cards at the end wins.
7 effect > 21 set > flush > run > rank (independent) > bust > normal play