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House rules

Every house rule you can play today, and the ones we plan to add.

In the game

Card Play

  • Sequence

    Play 3 or 4 consecutive cards of any suit together.

    • On a Sequence, you can only play a Sequence of the same length in which every card is stronger (the weakest card just has to beat the weakest card on the table; the ranks may overlap).
    • 2 and 3 are not consecutive (A-2-3 is not a Sequence; K-A-2 is).
    • Jokers can fill in. If a Joker could stand for more than one rank, the Sequence is played as the weakest one that still beats the table.
  • Spade-3 Return

    When a single Joker is on the table, you can beat it with the 3 of Spades.

    • Works even while a Binding is in effect.
    • The trick is not cleared. The next player must play a card stronger than the 3 of Spades.
  • Sandstorm

    While there are cards on the table, three 3s can be played at any time.

    • Can be played regardless of how many cards are on the table or how strong they are.
    • Can be played during a Binding, and ends the Binding.
    • With a Joker mixed in, or when leading, they count as an ordinary set of three 3s.
    • The trick is not cleared. The next player must play a stronger set of three cards.
  • Binding

    If you follow with the same suit, or with a rank one step stronger, a Binding takes effect. Until the trick is cleared, only cards that meet that condition can be played.

    Suit Binding: Takes effect when you play the same suit as the previous card. From then on, play that suit.

    Number Binding: Takes effect when you play a rank one step stronger than the previous card. From then on, keep playing a rank one step stronger than the previous card.

    • "One step stronger" follows the current strength order (during a Revolution, 3 comes after 4; if New Order starts the order from Q, 3 comes after 2).
    • If a Joker is played on a 2, the Binding still continues.

    Strict Binding: Suit Binding and Number Binding at the same time.

    Jokers: In a pair or larger set, a Joker always counts as the same rank as the cards played with it. During a Binding, it can be played as whatever suit or rank the Binding requires. A Joker played when no Binding is in effect has no suit, so it cannot start a Suit Binding.

    Multiple Cards: Choose how Binding works when several cards of the same rank are played.

    • Partial: Takes effect if some of the cards match; from then on, include the matching suits.
    • Full: Takes effect only if every card matches.
    • None: Takes effect only when single cards are played.

    Sequences are never bound.

Turn Change

  • 8 Cut

    Playing only 8s (a single or a set) clears the trick, and you lead the next trick.

    • Does not activate with a Joker mixed in, or with 8s in a Sequence.
    • The 8s must still beat the cards on the table.
    • If the 8s were your last cards, the next player leads.
  • 66 Cut

    An option of 8 Cut

    Playing a pair of 6s clears the trick like 8 Cut, and you lead the next trick.

    • Does not activate with a Joker mixed in, or with three or more 6s.
  • 99 Cut

    An option of 8 Cut

    Playing a pair of 9s clears the trick like 8 Cut, and you lead the next trick.

    • Does not activate with a Joker mixed in, or with three or more 9s.
    • With 9 Reverse also enabled, the turn order is reversed as well.
  • 4 Stop

    Right after 8 Cut, 66 Cut or 99 Cut clears the trick, you can play a pair of 4s to clear the trick again and lead the next one.

    • The player who cut cannot use it.
    • A pair of 4s with a Joker mixed in cannot be played.
    • Play waits until everyone holding a pair of 4s chooses to play them or pass.
    • If several play, the one closest in turn order to the player who cut leads (in the reversed order if 99 Cut with 9 Reverse reversed it). If no one plays, the player who cut leads.
  • 5 Skip

    Playing 5s skips the turns of as many following players as the number of 5s played.

    • With a Joker mixed in, only the 5s count.
    • 5s in a Sequence do not activate it.
    • Skipped players are not treated as having passed.
    • If the turn comes back to you, the trick is not cleared; beat your own cards or pass.
    • If you play at least as many 5s as players still in the round, you count as skipped too and the skipping goes around again.
  • 9 Reverse

    Playing only 9s reverses the turn order.

    • Does not activate with a Joker mixed in, or with 9s in a Sequence.
    • Playing several 9s reverses the order only once.
    • The reversed order lasts even after the trick is cleared, until the next round.

Strength Change

  • Revolution

    Playing four or more cards of the same rank reverses the card strength order.

    • Jokers may be mixed in (five or six cards also count).
    • The reversed order lasts until the end of the round. Another Revolution restores it.
    • With New Order also enabled, four cards of all four suits plus one Joker trigger New Order instead.
    • A Revolution during J Back ends the J Back, and the order in effect at that moment stays.
  • Triple-7 Revolution

    An option of Revolution

    Playing three 7s reverses the card strength order, just like Revolution.

    • Does not activate with a Joker mixed in.
  • Coup d'état

    An option of Revolution

    Playing three 9s reverses the card strength order, just like Revolution.

    • Does not activate with a Joker mixed in.
  • Sequence Revolution

    An option of Revolution

    Playing a 4-card Sequence reverses the card strength order, just like Revolution.

    • Jokers may be mixed in.
    • A 3-card Sequence does not activate it.
  • New Order

    Play four cards of the same rank in all four suits plus one Joker to re-rank all cards starting from that rank.

    • In the normal direction, that rank becomes the weakest (during a Revolution, the strongest).
    • Exactly one Joker is required; two Jokers do not activate it.
    • The strength direction does not change, and the effect lasts until the end of the round.
    • If a Revolution (including Great Revolution) or J Back happens during this effect, the starting rank stays and only the direction reverses.
  • J Back

    Playing Js temporarily reverses the card strength order until the trick is cleared.

    • With a Joker mixed in, it activates as long as there is at least one J.
    • Js in a Sequence do not activate it.
    • During a Revolution, the normal order returns until the trick is cleared.
    • If Revolution or New Order is enabled and the cards form that combination, only that rule activates.
  • Enhanced J Back

    An option of J Back

    Playing a set with two or more Js temporarily reverses the card strength order until the trick is cleared twice.

    • Jokers do not count; at least two Js are needed.
    • If another J Back happens while reversed, the direction stays and the count restarts from the new one (once for J Back, twice for Enhanced J Back).
    • If a Revolution happens while reversed, the J Back ends and the order in effect at that moment stays. If New Order happens, its effect applies and the temporary reversal continues.

Card Exchange

  • 7 Transfer

    Play 7s to pass up to that many cards from your hand to the next player.

    • With a Joker mixed in, only the 7s count.
    • 7s in a Sequence do not activate it.
    • You may choose to pass nothing.
    • Does not activate if playing the 7s empties your hand. If passing cards empties your hand, you win.
  • 10 Discard

    Play 10s to discard up to that many cards from your hand.

    • With a Joker mixed in, only the 10s count.
    • 10s in a Sequence do not activate it.
    • You may choose to discard nothing.
    • Does not activate if playing the 10s empties your hand. If discarding empties your hand, you win.
  • Q Bomb

    Play Qs to name up to that many ranks (3 through 2, or Joker). Every player, including you, discards all cards of those ranks.

    • With a Joker mixed in, only the Qs count.
    • Qs in a Sequence do not activate it.
    • You may choose to name nothing.
    • Players whose hands become empty win. If several win at once, places go in turn order starting from you.
  • DEATH

    Play three 4s to make every other player discard their strongest card.

    • Does not activate with a Joker mixed in.
    • Strength follows the current state (such as during a Revolution). A Joker is always strongest.
    • If several cards tie for strongest, one of them is chosen at random.
    • Players with only one card do not discard.
  • Face Smash

    Play three 5s to make every other player discard all J, Q, K and A cards in their hand.

    • Does not activate with a Joker mixed in.
    • 2s and Jokers are not discarded.
    • A player whose hand is all J, Q, K and A keeps their weakest card by current strength.
  • Joan of Arc

    Play three Qs to make the next player discard the two strongest cards in their hand.

    • Does not activate with a Joker mixed in.
    • Strength follows the current state (such as during a Revolution). A Joker is always strongest.
    • If several cards tie for strongest, the choice among them is random.
    • If the next player has two cards, they discard only one; with one card, they discard nothing.
  • Nero

    Play three Ks to take one card from the table, the discard pile, or another player's hand, and add it to your hand.

    • Does not activate with a Joker mixed in.
    • You must take one card; it cannot be skipped.
    • Even if you take from the table, the next play must still beat the table as it was.
    • Does not activate if playing the Ks empties your hand.
    • A player whose last card you take wins.
  • Resurrection

    Play three 9s to pick up as many cards as you like from the discard pile.

    • Does not activate with a Joker mixed in.
    • You may choose to pick up nothing.
    • Does not activate if the discard pile is empty, or if playing the 9s empties your hand.
  • Zombie

    Play three 3s to choose a card from the discard pile and add it to another player's hand.

    • Does not activate with a Joker mixed in.
    • You can choose any other player who has not won yet.
    • You may choose to give nothing.
    • Does not activate if the discard pile is empty or there is no one to choose.
  • Relief Supplies

    Once per round, the previous round's Scum may pick up one card from the table at any time.

    • Can be used even when it is not your turn.
    • Cannot be used when the table is empty, or after you have won.
    • Once you choose to use it, you must pick up a card; it cannot be canceled.
    • Even after picking up a card, the next play must still beat the table as it was.

Player Finish

  • Lucky Seven

    Play three 7s, and if everyone else passes and the trick is cleared, you instantly win the round as President.

    • Does not activate with a Joker mixed in, or with four 7s.
    • Does not activate if another player plays over them.
    • You become President even if someone has already won.
    • Even if the 7s (or a 7 Transfer) empty your hand, your finish is not decided until the trick is cleared.
    • Any cards left in your hand go to the discard pile.
  • Great Revolution

    Playing four 2s reverses card strength like a Revolution, and you instantly win the round as President.

    • Does not activate with a Joker mixed in.
    • You become President even if someone has already won, including when the four 2s are your last cards.
    • Even with Revolution also enabled, strength is reversed only once.
    • Any cards left in your hand go to the discard pile.
  • Downfall

    If another player wins as President before the previous round's President, the previous President instantly drops out as Scum.

    • Everyone else keeps playing.
    • Does not activate if the previous President has already won, even if someone takes first place later.
    • Needs three or more players, and applies from the second round.
    • The previous President's remaining cards go to the discard pile.
  • Rebellion

    If the previous round's Scum wins before anyone else, the round instantly ends for everyone, and the finishing order is the reverse of the previous round (e.g. P0, P2, P1 becomes P1, P2, P0).

    • Does not activate if another player has already won.
    • Needs three or more players, and applies from the second round.
    • Any remaining cards go to the discard pile.

Planned

There is nothing to announce yet.

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