KĀRI CLUB
56 card games · one table
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Kāri Club
Rules & Play

KĀRI CLUB

56 classic card games

Texas Hold'em

The world's most popular poker variant. Each player gets two private cards; five community cards are dealt face up. Make the best five-card hand.

Setup

The Deal

Hole cards (yours)
A♠
K♥

Each player receives 2 hole cards, dealt face down.

The Flop, Turn, River

Community cards
Q♦
J♣
10♠
2♥
8♣

Three cards are dealt face up (the flop), followed by a betting round. Then one more card (the turn), another round, then the final card (the river) and the last round of betting.

Betting Actions

Showdown

Players make the best 5-card hand from any combination of their 2 hole cards and the 5 community cards. See poker hand rankings.

Omaha

Like Hold'em but with four hole cards. You must use exactly two from your hand and exactly three from the board.

Setup

Hole cards (Omaha)
A♠
A♥
K♦
K♣

Play

Same betting structure as Hold'em: pre-flop, flop, turn, river. The community cards are dealt identically.

The Two-and-Three Rule

Critical: You must use exactly 2 of your 4 hole cards and exactly 3 of the 5 community cards. No more, no less. This catches new players out — a single ♥ on the board with all four of your hole cards being ♥ is not a flush, because you can only play two of them.

Variants

Pot-Limit Omaha (PLO) is the standard betting structure. Omaha Hi-Lo (8-or-better) splits the pot between the highest and lowest qualifying hands.

7-Card Stud

The dominant poker game before Hold'em took over. No community cards — players are dealt seven cards, some up and some down.

Setup

The Streets

After third street
7♠

Each player is dealt 2 down + 1 up (third street). Then 3 more face-up cards (4th, 5th, 6th street) each with a betting round. The 7th card is dealt face down.

Bring-In and Betting

The player showing the lowest card on third street pays the bring-in (forced bet). From fourth street onwards, the highest visible hand acts first.

Showdown

Best 5 cards from the 7 dealt wins. Standard poker rankings apply.

5-Card Draw

The classic kitchen-table poker game. Everyone gets 5 cards, with one chance to swap some out.

Play

  1. Each player antes, then is dealt 5 cards face down
  2. First round of betting
  3. Draw: each player may discard 0–3 cards (some games allow 4 if holding an Ace) and receive replacements
  4. Second round of betting
  5. Showdown — best 5-card hand wins
Your starting hand
A♠
A♥
A♦
7♣
2♠

Three aces — most players would discard the 7 and 2, drawing two new cards.

Razz

Seven-card stud played for the lowest hand. Straights and flushes don't count against you, and the ace is always low.

Play

Identical structure to 7-card stud, but with two flipped rules:

Best Hand

"The wheel" — the nut low
A♥
2♠
3♦
4♣
5♠

5-4-3-2-A is the best possible Razz hand. Pairs are bad. The lowest five cards (no pair) wins.

Euchre

A trick-taking game for 4 players in two partnerships. Played with just 24 cards (9 through Ace).

Setup

Naming Trump

Starting left of the dealer, each player may "order up" the turned card (accepting it as trump) or pass. If everyone passes, a second round lets players name a different suit. The team that names trump must win at least 3 of 5 tricks.

The Bowers

If ♠ is trump…
J♠
J♣

The Jack of trump is the highest card (the right bower). The Jack of the same colour is the second-highest (the left bower) and is treated as trump, not its printed suit. So if spades are trump, the J♣ is no longer a club — it's the left bower.

Trump Hierarchy (Spades)

J♠ (right) → J♣ (left) → A♠ → K♠ → Q♠ → 10♠ → 9♠

Scoring

Last Card

A fast-paced shedding game popular in the UK and Australia. First to empty their hand wins.

Setup

Play

On your turn, play a card that matches the top of the discard pile by suit or rank. If you can't, draw cards from the deck until you can play one.

Special Cards

Last Card

When you have one card left, you must announce "Last card!" before someone calls you out. Forget, and you pick up 2 as a penalty.

Blackjack

Beat the dealer by getting closer to 21 — without going over.

Card Values

The Deal

Blackjack! (21 in two cards)
A♠
K♥

You and the dealer each get 2 cards. The dealer has one card face up, one face down.

Your Options

Dealer Rules

The dealer must hit until reaching 17 or more. In most casinos, the dealer hits on "soft 17" (a 17 made with an ace counted as 11).

Winning

Hearts

A trick-taking game with a twist — you're trying to avoid taking points.

Setup

Passing

Before each hand, pass 3 cards: left → right → across → hold (cycling each hand).

Playing a Trick

Points

Penalty cards
A♥
K♥
2♥
Q♠

Shooting the Moon

Take all 13 hearts and the Q♠ in a single hand and you score 0, while everyone else gets 26.

Winning

Play until someone reaches 100 points — the player with the lowest score wins.

Spades

A partnership trick-taking game where spades are always trump and you must accurately predict how many tricks you'll take.

Setup

Bidding

Each player looks at their hand and bids the number of tricks they expect to take (0–13). A team's bid is the sum of the partners' bids.

Play

Scoring

First team to 500 wins.

Gin Rummy

A 2-player game where you race to arrange your hand into sets and runs.

Setup

Sets and Runs

A set (3 of a kind) and a run (3 in sequence, same suit)
7♠
7♥
7♦
5♣
6♣
7♣

Your Turn

  1. Draw the top card from either the stock or discard pile
  2. Discard one card

Knocking and Going Gin

Scoring

Knocker gets the difference in deadwood. Gin bonus = 25. Undercut (opponent has less deadwood) = +25 to opponent. Game ends at 100.

Crazy Eights

A simple, fast shedding game — empty your hand first to win.

Setup

Play

On your turn, play one card that matches the top of the discard pile by suit or rank. If you can't, draw from the deck until you can.

The Wild 8

Eights are wild
8♠
8♥
8♦
8♣

You can play an 8 on top of anything. When you do, declare a new suit — the next player must match it.

Winning

First to play their last card wins. In scored games, other players' remaining cards are penalty points (8 = 50, face cards = 10, others = face value).

Go Fish

The classic asking game — collect four-of-a-kind "books" by quizzing your opponents.

Setup

Your Turn

  1. Ask a specific opponent for cards of a specific rank — but you must already hold at least one of that rank
  2. If they have any, they give you all of them. You get another turn
  3. If they don't, they say "Go fish!" and you draw the top card from the pond
  4. If you happen to draw the rank you asked for, show it and take another turn
  5. Otherwise it's the next player's turn

Books

A book (4 of a kind)
Q♠
Q♥
Q♦
Q♣

As soon as you collect all 4 of a rank, lay them down as a "book."

Winning

The game ends when all books are made (or the pond runs out and hands are empty). Most books wins.

Poker Hand Rankings

From highest to lowest. Any hand on this list beats every hand below it.

1. Royal Flush

10♠
J♠
Q♠
K♠
A♠

2. Straight Flush

5♥
6♥
7♥
8♥
9♥

3. Four of a Kind

K♠
K♥
K♦
K♣
2♠

4. Full House

J♠
J♥
J♣
3♠
3♦

5. Flush

A♦
9♦
7♦
5♦
2♦

6. Straight

5♣
6♦
7♠
8♥
9♣

7. Three of a Kind

7♠
7♥
7♣
K♦
4♠

8. Two Pair

A♠
A♥
8♣
8♦
Q♠

9. One Pair

10♠
10♥
A♣
7♦
4♠

10. High Card

A♠
J♥
9♣
5♦
2♠

Badugi

Four-card lowball draw — make the lowest hand of four different ranks AND four different suits.

Setup

2–8 players. Each gets 4 cards dealt face down.

Play

Three drawing rounds, each with betting. Discard any number, draw replacements.

Winning

Lowest "badugi" (4 cards, all unique ranks + suits) wins. A-2-3-4 of four suits is best.

Open-Face Chinese

Open-Face Chinese Poker — build three poker hands by placing cards as you receive them.

Setup

2–4 players. Each dealt 5 cards face up initially, then 8 more one at a time.

Play

Arrange into three rows: back (5 cards, strongest), middle (5), front (3, weakest). Cards once placed cannot move.

Winning

Compare row-by-row vs each opponent. Each row win = points. "Fouling" (wrong order) = penalty.

Pineapple

Hold'em variant: each player gets THREE hole cards and discards one after the flop.

Setup

Same as Hold'em with blinds. Three cards dealt face down to each player.

Play

Pre-flop betting. Flop dealt. Each player discards ONE hole card. Turn, river — proceed like Hold'em.

Winning

Best 5-card hand using your two remaining hole cards + board wins.

Switch

British cousin of Crazy Eights — action cards make for chaotic turns.

Setup

2–6 players, 52-card deck. Each gets 7 cards. Top of deck flipped as discard.

Play

Match suit or rank. Special cards: 2 = pickup 2 (stackable), 8 = skip, J = reverse, A = wild, Black J = pick up 5, Red J cancels Black J.

Winning

Empty your hand first. Must call "Last card!" when holding one.

President

Rank-climbing game (a.k.a. Scum, Daihinmin). Be first out and become President.

Setup

4–7 players. Whole 52-card deck dealt evenly.

Play

First player leads any combo (single, pair, triple, etc.). Each subsequent player must play same-size combo of HIGHER rank, or pass. Highest play wins the round and leads next.

Winning

Order of finishing sets ranks: President, Vice-President, … Scum. Next round, Scum gives best cards to President.

Mau Mau

German Crazy Eights — match suit/rank, special cards (7=draw 2, 8=skip, J=wild, 9=reverse).

Setup

2–6 players, 32 or 52-card deck. Each gets 5 cards. Top of deck flipped.

Play

Play a matching card or draw. Specials trigger effects. Must announce "Mau" on last card.

Winning

First to empty hand. Forgetting to call "Mau" = draw a penalty card.

Cheat

Bluffing game. Lay cards face-down claiming ranks — opponents can call "Cheat!" to challenge.

Setup

3–10 players. Full deck dealt evenly.

Play

Each turn, play 1–4 cards face down, announce a rank (must be same as last + 1, or any starting). Opponents may call "Cheat" — if you lied, you pick up the pile; if not, the accuser does.

Winning

First to empty hand wins.

Spit

Real-time two-player speed game. No turns — both players race to play onto two centre piles.

Setup

2 players. Deck split in half. Each builds a layout of 5 stockpile piles + one "spit" pile.

Play

Both shout "Spit!" then play simultaneously onto centre piles in ascending or descending order. When stuck, both spit again.

Winning

First to empty their stockpile wins the round.

Durak

Russian attack/defend game — avoid being the last one stuck with cards.

Setup

2–6 players. 36-card deck (6-A). 6 cards each. Bottom card shown = trump suit.

Play

Attacker plays cards; defender must beat each with higher of same suit or any trump. Unbeaten attacks force defender to pick up all cards. Successfully defended cards go to discard.

Winning

Empty your hand. The last player with cards is the "Durak" (fool).

Contract Bridge

The deep end of trick-taking. 4 players in partnerships with a bidding auction.

Setup

4 players (N-S vs E-W). Full 52-card deck, 13 each. Auction determines trump + contract.

Play

Auction: bid for tricks + trump suit. Highest bid sets contract. Declarer plays both their hand and dummy's. 13 tricks.

Winning

Make contract for points. Failing = penalty to opponents. Rubber = best of 3 games.

Whist

Bridge's 18th-century ancestor. 4 players, no bidding, last card determines trump.

Setup

4 players in partnerships. 13 cards each. Last card dealt is turned up — its suit is trump.

Play

Player left of dealer leads. Must follow suit if possible. Highest of led suit wins, unless trumped.

Winning

6 tricks = "the book". Each trick beyond = 1 point. First team to 5 points wins.

500

The unofficial national card game of Australia & New Zealand. 4 players, partnerships, bidding.

Setup

4 players. 43-card deck (4-A in each suit, plus joker). 10 cards each + 3 to "kitty".

Play

Bidding determines trump (or no-trump or misère). Highest bidder takes kitty, discards 3, plays to make contract.

Winning

First team to 500 points wins. -500 also ends the game (losers).

Oh Hell

Exact-bid trick-taking (Oh Pshaw, Nomination Whist). Bid exactly how many tricks you'll take.

Setup

3–7 players. Deal varies by round (e.g., 10, 9, 8…1, then back up). Top card of remainder = trump.

Play

Each player bids tricks. Total bids must NOT equal tricks available. Play tricks, must follow suit.

Winning

Make bid exactly = 10 + (bid × 1). Miss = 0. Score over many rounds.

Belote

French national trump game. 4 players partnerships, 32-card deck, complex melds.

Setup

4 players. 32-card deck (7-A). 5 cards each, dealer reveals next card to propose trump.

Play

Bid or pass on trump. Player who took trump plays first. Melds (3-card sequences, four-of-kind) score bonus. "Belote" + "Rebelote" = K-Q of trump.

Winning

First team to 1000 (or 1500) points.

Klondike

The classic Solitaire everyone knows. Build foundations Ace → King by suit.

Setup

Single player. 7 tableau columns (1 to 7 cards, top face-up). Remaining 24 cards = stock.

Play

Move cards between columns in descending order, alternating colours. Build 4 foundations from Ace up by suit. Empty columns can hold any King.

Winning

All 52 cards on foundations.

FreeCell

Open-information solitaire. Almost every deal is solvable with skill.

Setup

Single player. All 52 cards dealt face up in 8 columns. 4 free cells + 4 foundations on top.

Play

Move single cards between columns (descending, alternating colour), to/from free cells, or to foundations. Move sequences as your free space allows.

Winning

All 52 to foundations.

Spider

Build descending sequences in suit. 1-suit (easy), 2-suit, or 4-suit (hard).

Setup

Single player. 2 decks. 10 tableau columns (4 of 6 cards, 6 of 5 cards) with only the top card face up.

Play

Move cards or in-suit sequences between columns (descending). Deal 10 more cards from stock when stuck. Complete K-down-to-A sequences are removed.

Winning

Clear all 8 foundations.

Pyramid

Pair cards summing to 13. Quick and meditative.

Setup

Single player. 28 cards in a pyramid (7 rows), bottom row face up. Remainder = stock.

Play

Pair any two exposed cards summing to 13 (e.g. 5+8, A+Q) to remove them. Kings = 13 alone, remove singly. Stock cards can be paired with pyramid cards.

Winning

Clear the entire pyramid.

TriPeaks

Sweep through three peaks of cards one rank apart. Very mobile-friendly.

Setup

Single player. 28 cards in three triangular peaks. Below: a stock pile + waste.

Play

Click any exposed card that's one rank above or below the current waste-pile top. Cleared cards go to waste. Draw from stock when stuck.

Winning

Clear all 28 peak cards.

Golf

Quick & easy. Clear the tableau by playing higher/lower than the waste.

Setup

Single player. 7 columns of 5 cards (35 total), all face up. Stock pile + 1 face-up waste.

Play

Move any exposed tableau card to waste if it's one rank above or below current waste top. Wrap K↔A optional. Draw from stock when stuck.

Winning

Clear the tableau. Score by remaining stock + tableau cards (lower = better, like golf).

Forty Thieves

Hardcore 2-deck solitaire. Strict moves, low win rate.

Setup

Single player. 2 decks. 10 columns of 4 cards face up = 40 cards. 64-card stock.

Play

Move single cards only (no sequences) onto descending same-suit. Build 8 foundations Ace → King by suit. Draw one card at a time from stock.

Winning

All 104 cards on foundations.

Yukon

Klondike variant with no stock — every card is exposed from the start.

Setup

Single player. 7 columns: 1, 6, 7, 8, 9, 10, 11 cards (52 total). Top cards face up.

Play

Move any face-up card (with all cards on top of it as a group) onto a card one higher of opposite colour. Build 4 foundations Ace → King by suit.

Winning

All 52 to foundations.

Baccarat

Pure betting game. Bet on Player, Banker, or Tie. Closest to 9 wins.

Setup

You vs the house. Two hands dealt: Player and Banker. You bet on which will win (or Tie).

Play

Each hand gets 2 cards. Aces=1, 2–9=face, 10/J/Q/K=0. Total mod 10. Third-card rules govern when to draw a third card.

Winning

Closest to 9 wins. Banker pays 19:20 (5% commission). Player pays 1:1. Tie pays 8:1.

Three Card Poker

Fast poker-style table game. Three cards each — you vs dealer.

Setup

Place Ante. Optional Pair Plus side bet (pays on pair or better in your hand).

Play

Both dealt 3 cards. See yours, then either Fold (lose Ante) or Play (match Ante). Dealer needs Q-high to "qualify".

Winning

If dealer doesn't qualify: Ante pays 1:1, Play pushes. If they qualify and you beat them: both bets pay 1:1. Bonuses on Straight Flush / Three of a Kind.

Caribbean Stud

Player vs Dealer five-card stud. Beat dealer's hand to win.

Setup

Place Ante. Each dealt 5 cards; dealer shows one. Optional progressive jackpot side bet.

Play

See your hand. Fold (forfeit Ante) or Call (double your bet). Dealer needs A-K-high or better to qualify.

Winning

If dealer doesn't qualify: Ante 1:1, Call pushes. If they qualify and you beat them: Ante 1:1, Call pays per hand strength (up to 100:1 for royal).

Let It Ride

You don't play against the dealer — you build a 5-card poker hand from 3 cards + 2 community.

Setup

Place 3 equal bets ($1, $2, $3). Dealt 3 cards.

Play

Decide to "pull" $1 back or "let it ride". Community card revealed. Decide on $2. Final card revealed. All remaining bets resolve.

Winning

Pays on pair of 10s or better up the chart, capped at 1000:1 for royal flush.

Pai Gow Poker

Split 7 cards into a 5-card "high" hand and a 2-card "low" hand. Both must beat dealer.

Setup

Place bet. Each dealt 7 cards (from 53-card deck with joker).

Play

Arrange your 7 cards into a 5-card high hand (any poker rank) and 2-card low hand (pair or high card). Your high must be stronger than your low.

Winning

Both hands beat dealer = win 1:1 (5% commission). One wins one loses = push. Both lose = lose.

Casino War

Dead simple. High card wins.

Setup

Place bet. You and dealer each get one card.

Play

Higher card wins 1:1. Tie: either surrender (lose half) or "go to war" — place an equal raise, dealer burns 3 cards, then both get another card.

Winning

At war: tie pays 4:1 on raise, win pays 1:1 on raise only (original bet pushes). Lose = lose both bets.

Video Poker

Jacks or Better — five-card draw video version. Solo, against a paytable.

Setup

Place bet (1–5 credits). Dealt 5 cards.

Play

Hold any cards you want, discard rest, draw replacements. Resulting hand evaluated against paytable.

Winning

Pays from a pair of Jacks (1:1) up to Royal Flush (250:1 or 800:1 at max bet). Strategy is well-defined.

Snap

Reaction game. Slap the pile when two consecutive cards match in rank.

Setup

2+ players. Deck dealt evenly, kept face down. Each player has their own pile.

Play

Players take turns flipping their top card onto a central pile. When the new card matches the rank of the previous one, first to call "Snap!" (or slap the pile) takes the central pile.

Winning

Win when you collect all the cards. Errors (false snaps) hand over cards as penalty.

War

Pure-luck two-player game. High card takes both.

Setup

2 players. Deck split evenly, each player keeps a face-down pile.

Play

Both flip top card simultaneously. Higher card wins both. On tie ("war"), each plays 3 down + 1 up; higher up-card wins all 10.

Winning

Take all 52 cards. Often shortened to "first to X cards" since pure war can take a long time.

Old Maid

Pass cards around — whoever ends up with the unpaired card (the Old Maid) loses.

Setup

3–8 players. Standard deck with ONE Queen removed (leaving 3 Queens — one is the "Old Maid"). Dealt evenly.

Play

Each player discards pairs face down. Then take turns drawing a random card from neighbour's hand, discarding any new pairs formed.

Winning

When all pairs are discarded, the one holding the unpaired Queen loses.

Memory

Concentration. Find matching pairs of face-down cards.

Setup

1+ players. Deck shuffled and dealt face down in a grid.

Play

On your turn, flip two cards. Match = take the pair, go again. No match = flip back face down, next player.

Winning

Player with the most pairs at the end wins.

Spoons

Chaotic group game. Pass cards to collect four-of-a-kind, then grab a spoon.

Setup

3–13 players. Spoons placed in centre (one fewer than players). Each dealt 4 cards.

Play

Dealer draws from deck and passes one to the left. Each player passes one. When you have 4-of-a-kind, grab a spoon (without saying anything). When someone grabs, everyone scrambles.

Winning

Player left without a spoon gets a letter (S-P-O-O-N-S). Spell out SPOONS = eliminated.

Sevens

Build suits up and down from the 7. Get rid of your hand first.

Setup

3–7 players (Fan Tan). Deck dealt evenly.

Play

Whoever has 7♦ leads it. Subsequent turns: play any 7, or play a 6/8 of a suit already started, OR build down/up in suit (6♦ on 7♦, then 5♦, etc.). Skip if you can't play.

Winning

First to empty hand. Others score penalty from remaining cards.

Beggar-My-Neighbour

Zero-decision war variant. Pure luck, two players.

Setup

2 players. Deck split evenly.

Play

Players alternate playing top cards. When a "pay card" (J, Q, K, A) is played, next player must pay (A=4, K=3, Q=2, J=1) by playing that many cards. If they play another pay card mid-payment, role reverses.

Winning

Whoever ends up with all the cards wins.

Rummy 500

Rummy with cumulative scoring. Run melds; first to 500 wins.

Setup

2–8 players. 7 cards each (2–4 players) or 6 (5+). Top card flipped as discard.

Play

Draw from stock or any card from discard (taking everything above it). Lay down sets/runs of 3+. Discard one card.

Winning

Each round: melds = +points (cards count face value, A=15, J/Q/K=10). Unplayed cards in hand = -points. First to 500 wins.

Canasta

Partnership rummy with "canastas" (7-card melds). Long-game strategy.

Setup

4 players in partnerships. 2 decks + 4 jokers. 11 cards each.

Play

Build melds of 3+. A canasta = 7-card meld (worth 500+ bonus). Wild cards (2s & jokers) limited per meld. Cannot go out until partnership has at least one canasta.

Winning

First team to 5000 points.

Contract Rummy

7-round rummy with escalating contract requirements per round.

Setup

3–8 players. Each round has a specific contract to meet (e.g. round 1: two sets of 3; round 7: three sets of 4).

Play

Standard rummy play, but you can't lay down until you meet the round's contract.

Winning

Lowest total score after 7 rounds wins.

Indian Rummy

13-card rummy — hugely popular in South Asia. Must have at least one "pure" sequence to declare.

Setup

2–6 players. Each dealt 13 cards. Joker / wild card chosen.

Play

Draw from stock or discard. Arrange into sequences and sets. Must have at least one pure sequence (no joker) to declare.

Winning

Declare when valid sets/sequences complete. Others score penalty for unmelded cards.

Kalooki

Caribbean/Jewish rummy variant with melding + buying from discard.

Setup

2–8 players. 2 decks + jokers. 13 cards each.

Play

Each round has a specific meld requirement. Can "buy" the top discard out of turn (penalty draw). Jokers wild.

Winning

Lowest cumulative score after agreed rounds wins.

Oklahoma Gin

Gin Rummy variant where the upcard's value sets the maximum deadwood for knocking.

Setup

2 players. Standard Gin setup. After deal, top of stock flipped — its value = knock limit.

Play

Same as Gin Rummy: draw, discard, knock with deadwood ≤ flip value. If flip is an Ace, must go Gin to win.

Winning

Reach 100 (or 150) cumulative points.

Continental Rummy

Sequence-focused multi-deck rummy. Build long runs, no sets.

Setup

4 players here (2–12 in general). 2 decks + 4 jokers. 15 cards each.

Play

Build runs of 3 or more in the same suit. Sets of the same rank don't count. Jokers are wild.

Winning

Draw, then discard. Go out when all 15 cards in your hand sit in runs – first to go out wins the deal.