House rules
Every house rule you can play today, and the ones we plan to add.
In the game
Card Play
Sequence
Can be played with 3 or more consecutive cards of any suit.
- The next sequence played must have the same number of cards and start with a rank higher than the current sequence's lowest rank.
- Jokers can be used as wildcards, but the sequence will be interpreted as starting from the lowest possible valid rank.
Spade-3 Return
When a single Joker is played, the 3 of Spades can be played to beat it.
Sandstorm
Three 3s can be played at any time.
- Cannot include a Joker (must be three natural 3s).
- Ignores Binding rules.
Binding
Suit Binding: Activates when the played card(s) match the suit of the previous card(s). Only cards of that suit can be played until the trick is cleared.
- Does not activate if either card is a Joker.
- Jokers can be played during Suit Binding; they take on the bound suit (Virtual Suit).
Rank Binding: Activates when the played card's rank is exactly 1 higher than the previous card's. Only cards strictly 1 rank higher can be played until the trick is cleared.
- Does not activate if either card is a Joker.
- Jokers can be played; they take on the required rank + 1 (Virtual Rank). No virtual rank applies if the previous card was the highest rank.
Strict Binding: Suit Binding + Rank Binding.
Multiple Card Binding Options:
- None: Binding only applies to single cards.
- Full Binding: For multiple cards, all suits/ranks must match to activate, and all subsequent plays must fully satisfy the binding.
- Partial Binding: If any suit/rank matches, binding activates for that specific suit/rank, and subsequent plays must satisfy the binding for that number of cards.
Sequences are exempt from Binding rules.
Turn Change
8 Cut
Playing a set of 8s immediately clears the trick. The player who played the 8(s) starts the next trick.
- Jokers cannot be used as wildcards.
- Does not activate if 8 is part of a Sequence.
66 Cut
An option of 8 CutPlaying a pair of 6s has the same effect as 8 Cut.
- Jokers cannot be used as wildcards.
99 Cut
An option of 8 CutPlaying a pair of 9s has the same effect as 8 Cut.
- Jokers cannot be used as wildcards.
4 Stop
When an 8 Cut is activated, a player holding a pair of 4s can play them to immediately clear the trick and take the next turn.
- Jokers cannot be used as wildcards.
5 Skip
Playing 5s skips the turns of the next players equal to the number of 5s played.
- Jokers cannot be used as wildcards (only natural 5s count).
- Does not activate if 5 is part of a Sequence.
- Turns are skipped, but it does not count as a "Pass" for clearing the trick.
9 Reverse
Playing 9s reverses the turn order.
- Does not activate if 9 is part of a Sequence.
- Playing multiple 9s still simply reverses the order once.
Strength Change
Revolution
Playing four cards of the same rank reverses the card strength hierarchy.
- The reversed hierarchy lasts until the end of the round.
- Jokers can be used as wildcards.
Triple-7 Revolution
An option of RevolutionPlaying three 7s has the same effect as Revolution.
- Jokers cannot be used as wildcards.
Coup d'état
An option of RevolutionPlaying three 9s has the same effect as Revolution.
- Jokers cannot be used as wildcards.
Sequence Revolution
An option of RevolutionPlaying a Sequence of 4 or more cards has the same effect as Revolution.
- Jokers can be used as wildcards.
New Order
Playing five cards of the same rank makes that rank the absolute weakest (Base Rank) and shifts the card strength hierarchy accordingly.
- The new Base Rank lasts until the end of the round.
- The direction of strength (weak to strong) does not reverse.
- If a Revolution or J Back occurs during this effect, the Base Rank remains changed, but the strength direction reverses.
- Jokers can be used as wildcards.
J Back
Playing J(s) temporarily reverses the card strength hierarchy until the trick is cleared.
- If played as four Js (Revolution) or four Js + Joker (Absolute Revolution), only those specific rules activate.
- Does not activate if J is part of a Sequence.
- If a Revolution is active, J Back restores normal strength temporarily. If Absolute Revolution is active, the Base Rank stays the same but the direction reverses temporarily.
Enhanced J Back
An option of J BackPlaying a set including at least two natural Js temporarily reverses the card strength hierarchy until the trick is cleared TWICE.
- Jokers cannot be used as wildcards (must count natural Js).
- If played as four Js or four Js + Joker, Revolution/Absolute Revolution activates instead.
- If another J Back or Enhanced J Back is played after the trick clears once, it resets the "trick clear counter" rather than reversing the strength again.
- If Revolution or Absolute Revolution occurs after the trick clears once, the temporary reversal is maintained on top of the new rules.
Card Exchange
7 Transfer
Playing 7s allows you to hand over cards to the next player, up to the number of 7s played.
- Only the number of natural 7s determines the max cards you can hand over.
- Does not activate if 7 is part of a Sequence.
- You can choose to hand over fewer cards, or none at all.
- If handing over cards brings your hand to 0, you win.
10 Discard
Playing 10s allows you to discard cards from your hand, up to the number of 10s played.
- Only the number of natural 10s determines the max cards you can discard.
- Does not activate if 10 is part of a Sequence.
- You can choose to discard fewer cards, or none at all.
- If discarding brings your hand to 0, you win.
Q Bomb
Playing Qs allows you to select a rank; all players must discard all cards of that rank. The number of ranks you can select equals the number of Qs played.
- Only the number of natural Qs counts.
- Does not activate if Q is part of a Sequence.
- You can select fewer ranks, or none at all.
- If discarding brings your hand to 0, you win. If multiple players win simultaneously, turn order from the Q Bomb player determines placements.
DEATH
Playing three 4s forces all other players to discard their single strongest card.
- "Strongest" is based on the current hierarchy. Jokers are always the absolute strongest.
- Ties for the strongest rank are resolved randomly.
- Jokers cannot be used as wildcards.
- Players with only 1 card left are exempt.
Face Smash
Playing three 5s forces all other players to discard all Face Cards (J, Q, K, A) from their hands.
- Jokers cannot be used as wildcards.
- If a player's hand consists entirely of Face Cards, they keep their single weakest Face Card (based on current hierarchy) and discard the rest. Ties for weakest are resolved randomly.
Joan of Arc
Playing three Qs forces the next player in turn order to discard their two strongest cards.
- "Strongest" is based on the current hierarchy. Jokers are always the absolute strongest.
- Ties for the strongest rank are resolved randomly.
- Jokers cannot be used as wildcards.
- If the player has only 2 cards, they discard 1. If 1 card, they discard 0.
Nero
Playing three Ks allows you to choose exactly 1 specific card and add it to your hand.
- Jokers cannot be used as wildcards.
- You can choose to take no card (cancel).
- The card is searched for in this order: Trick Pile, Discard Pile, Other Players' Hands.
- If the card is not found, an error occurs and you must choose again.
- If taken from the current Trick Pile, the trick's state (the last played card) remains unchanged for determining valid next plays.
Resurrection
Playing three 9s allows you to retrieve any number of cards from the Discard Pile.
- Jokers cannot be used as wildcards.
- You can choose to retrieve 0 cards (cancel).
Zombie
Playing three 3s allows you to take 1 card from the Discard Pile and force it into any other player's hand.
- Jokers cannot be used as wildcards.
- You can choose to force 0 cards (cancel).
Relief Supplies
The Scum can retrieve exactly 1 card from the Trick Pile at any time, once per round.
- Cannot be canceled once declared.
- Retrieving from the Trick Pile does not alter the trick's current state for valid next plays.
Player Finish
Lucky Seven
If a player plays three 7s, and all other players pass causing the trick to clear, the player who played the 7s instantly wins the round as President.
- Jokers cannot be used as wildcards.
- If another player plays a higher valid set, Lucky Seven does not activate.
- Overrides any player who may have already won as President this round.
Great Revolution
Playing four 2s triggers a Revolution AND the player instantly wins the round as President.
- Jokers cannot be used as wildcards.
- Overrides any player who may have already won as President this round.
Downfall
If any player other than the previous round's President wins as President in the current round, the previous round's President instantly drops to Scum and loses the round.
Rebellion
If the previous round's Scum wins as President in the current round, the round instantly ends for everyone. All class rankings from the previous round are exactly reversed.
Planned
There is nothing to announce yet.