Card game rules, done properly
Every rulebook below covers the full game — setup, turn structure, scoring tables and the edge cases most summaries skip. The rules are the exact ones our games enforce, so every line has been verified against thousands of automated plays. Want to try a game instead of reading? Each rulebook links straight to a free version you can play in your browser.
- Solitaire rules1 · One standard 52-card deck
- Canfield rules1 · One standard 52-card deck
- Crescent rules1 · Two standard 52-card decks (104 cards)
- Addiction rules1 · One standard 52-card deck (Aces removed after the deal)
- Spider rules1 · Two standard decks — 104 cards (suit mix depends on difficulty)
- Scorpion rules1 · One standard 52-card deck
- FreeCell rules1 · One standard 52-card deck, dealt entirely face up
- Yukon rules1 player · Standard 52-card deck, no jokers
- Pyramid rules1 player · Standard 52-card deck, no jokers
- TriPeaks rules1 player · Standard 52-card deck, no jokers
- Golf rules1 player · Standard 52-card deck, no jokers
- Clock rules1 player · Standard 52-card deck, no jokers
- Kings in the Corners rules1 player · Standard 52-card deck, no jokers
- Hearts rules4 (you vs. three computer players) · Standard 52-card deck, aces high
- Spades rules4, in two fixed partnerships (you and your computer partner vs. two computer opponents) · Standard 52-card deck, aces high, spades always trump
- Whist rules4, in two fixed partnerships (you and your computer partner vs. two computer opponents) · Standard 52-card deck, aces high
- Oh Hell! rules4, everyone for themselves (you vs. three computer players) · Standard 52-card deck, aces high, with a turned trump card each round
- Lockup rules4, everyone for themselves (you vs. three computer players) · Standard 52-card deck, aces high, no trump suit
- Manni rules3, everyone for themselves (you vs. two computer players) · Standard 52-card deck — 12 cards per player plus a 16-card kitty (the Manni). Aces high, except low under Nullo
- Gin Rummy rules2 (you vs the computer) · Standard 52 cards, aces low
- Cribbage rules2 (you vs the computer) · Standard 52 cards; face cards count 10, aces 1
- Rummy rules2 (you vs the computer) · Standard 52 cards, aces low
- Canasta rules4 in two partnerships (you and a computer partner vs two computer opponents) · Two 52-card decks + 4 jokers = 108 cards
- Rummy 500 rules2 (you vs the computer) · Standard 52 cards, no jokers; aces high or low in runs
- Euchre rules4, in two fixed partnerships (you and your computer partner vs. two computer opponents) · 24 cards — the 9, 10, J, Q, K and A of each suit
- Pinochle rules4 in two partnerships (you and a computer partner vs two computer opponents) · 48 cards — two copies of 9, J, Q, K, 10, A per suit; the 10 ranks above the king
- Skat rules3 (you vs two computer opponents) · 32 cards — 7, 8, 9, 10, J, Q, K, A in each suit
- Crazy Eights rules4 (you against three computer opponents) · Standard 52 cards, no jokers
- Switch rules4 (you against three computer opponents) · Standard 52 cards, no jokers
- Idiot rules2 (you against Emma) · Standard 52 cards, no jokers
- Durak rules2 (you against Emma) · 36 cards — 6, 7, 8, 9, 10, J, Q, K, A in each suit; ace high
- Thirteen rules4 (you against three computer opponents) · Standard 52 cards, no jokers
- President rules4 (you against three computer opponents) · Standard 52 cards, no jokers
- Go Fish rules2 (you vs. Emma) · Standard 52-card deck, no jokers
- Escoba rules2, 3 or 4 (you vs. computer opponents) · 40 cards — Ace (1) through 10 in every suit; courts removed
- Spit rules2 (you against Emma) · Standard 52 cards, split 26/26 — suits never matter
- War rules2 players (you vs the computer) · Standard 52-card deck, no jokers
- Yahtzee rules2 (you vs. Emma, alternating turns on separate score columns) · Five six-sided dice and a 13-box score card per player
- Farkle rules2 (you vs. Emma) · Six six-sided dice