Card ranking
Ranks run 3 (lowest), 4, 5 … 10, J, Q, K, A, 2 (highest) — the 2 sits above the ace as the boss card. Suits are completely irrelevant: a 9♠ and a 9♥ are the same card for every purpose, and equal ranks never beat each other.
Deal and the opening lead
All 52 cards are dealt, 13 to each player. In the first hand, whoever holds the 3♣ leads and must include it in the opening play (alone, or inside a set of 3s). In every later hand the President leads — after the card exchange described below.
The trick: same count, strictly higher
A lead is any single card or set of cards of one rank — one 6, a pair of 6s, three jacks, four 9s. Every following play must contain the same number of cards of strictly higher rank. A pair of sixes is beaten by a pair of kings — never by a lone king, three sevens, or another pair of sixes.
- Passing is always allowed when following — even with a beating play in hand.
- Passing never locks you out. If the play comes round to you again in the same trick, you may jump back in. This is the classic multi-round rule; the pass-and-you're-out rule is a variant we do not use.
- The trick ends when the turn would return to the owner of the last (highest) play — everyone else has passed or gone out. The pile is cleared face down and that player leads anything.
- If the trick winner has gone out, the lead passes to the next player around the table who still holds cards.
Example: one trick from lead to clear
Suppose you lead a pair of 6s. West passes (saving her pairs), North plays a pair of 10s, East plays a pair of queens, and back at you — you pass. West, who passed a moment ago, is allowed back in and plays a pair of aces. North and East pass; you pass again. The turn would now return to West, the owner of the highest play — so the trick ends, the pile is cleared face down, and West leads whatever she likes.
Notice three things. West's first pass cost her nothing — the multi-round rule let her re-enter when the price was right. Every play strictly climbed within the same count: 6s, 10s, queens, aces, all as pairs. And the trick winner earned the most valuable commodity in the game — the lead, the one moment you can shed your worst cards without needing to beat anything.
That is the whole strategic engine of President: low cards can only leave your hand when you hold the lead or when a trick starts cheap, so wasting a lead on cards that would have won tricks anyway is the classic beginner's mistake.
Roles and the card exchange
Players finish the hand in order — first out, second, third, and the player stuck with cards at the end. The finishing order assigns roles and drives the exchange before the next hand:
| Place | Role | Points | Exchange before the next hand |
|---|---|---|---|
| 1st out | President | 2 | Receives the Scum's 2 best cards, returns any 2 cards |
| 2nd out | Vice-President | 1 | Receives the Vice-Scum's best card, returns any 1 card |
| 3rd out | Vice-Scum | 0 | Must surrender their single highest card |
| Last | Scum | 0 | Must surrender their two highest cards |
The surrendered cards are forced — the Scum and Vice-Scum have no say and always give their very best. The President and Vice-President choose their returns freely (junk, naturally). Once both returns are settled, the President leads the new hand. Seats never move; only the roles do.
The exchange is what gives President its brutal momentum: the President starts every hand two cards stronger and holding the lead, while the Scum starts two cards weaker. Climbing out of the cellar usually takes a genuinely lucky deal — or a President who returns cards carelessly. If you hold the chair, return your lowest singles, never spare cards from your pairs, and never anything that could complete a set in the Scum's hand.
Scoring and winning the game
Each hand the President banks 2 points and the Vice-President 1; the bottom half earns nothing. Hands repeat — deal, exchange, play — until a player reaches 11 or more points holding the sole top score. Tied at the top? The game continues until someone stands alone.
Because only the top two places score, a hand you cannot win is still worth fighting for second — and a game typically runs six to eight hands. The exchange makes streaks self-reinforcing in both directions, which is why the first hand of the game (no roles, no exchange, 3♣ leads) is the fairest hand you will ever be dealt: win that one and the machinery starts working for you.
Edge cases and fine print
- Equal ranks never beat. There is no "matching to skip" here — a pair of 10s on a pair of 10s is simply illegal.
- The count is exact. You may not play three kings onto a pair even though it is "more"; splitting a triple to answer a pair is allowed (and often a mistake).
- The 3♣ opening still allows a set. Holding 3♣ 3♦, you may open with the pair — the 3♣ just has to be in the play.
- Going out mid-trick is fine. Your last cards can win the trick; the lead then skips to the next player holding cards once the trick clears.
- The hand ends the moment the third player sheds out — the last player never plays out their cards; they are simply the Scum.
- Passing has no memory between tricks (or laps): every new lap of the same trick is a fresh choice.
- Hand one has no roles and no exchange — everyone is a citizen until the first finishing order exists.
Variants and house rules
President carries decades of house baggage. We play pagat.com's classic base game with the standard two-card role exchange. Deliberately omitted:
- No bombs or "2 clears the pile". A 2 is merely the highest rank — it does not burn the trick, and everyone still gets the chance to pass on it (or wait for the next lap).
- No revolutions or inversions. Four of a kind does not flip the ranking order.
- No lock-out passing. The Australian-style "pass once, sit out the trick" rule is a variant we skip in favour of the multi-round base game.
- No jokers, no equal-play skipping, no transparent 3s, no suit ranking, no compulsory beating. All are listed variants; none are in this build.
- The Scum does not lead. The President always leads the new hand — leading is a privilege of rank here.
Frequently asked questions
Who goes first in President?
In the first hand, the player dealt the 3♣ leads and must include it in the opening play. In every later hand the President — the previous hand's first-place finisher — leads once the card exchange is settled.
Does the Scum choose which cards to give the President?
No. The Scum's two highest cards go over automatically, and the Vice-Scum's single highest likewise — the giver has no say. Only the President and Vice-President choose what they return.
Can you beat a pair with three cards in President?
No. A following play must contain exactly the same number of cards as the lead, at a strictly higher rank. Three aces cannot answer a pair of kings — but two of them can.
Does a 2 clear the pile in President?
Not in this version. The 2 is simply the highest rank — unbeatable in its count, but the trick still runs its course: other players pass (or cannot follow), and only then does the pile clear with the 2's owner leading.
Is there a revolution rule when four of a kind is played?
No. Four of a kind is just the largest possible set — it never inverts the ranking. Revolutions, bombs and jokers are house variants that this classic build deliberately leaves out.
Can you rejoin a trick after passing in President?
Yes. Passing only skips your current turn; if the trick is still alive when play comes back around, you may beat the new top play. A trick only ends when the turn would return to the owner of the highest play.
What happens if two players reach 11 points together?
Nobody wins yet. The game requires a sole top score of 11 or more, so tied leaders force another hand — deal, exchange and all — until one player stands alone at the top.
Do suits ever matter in President?
Never for legality — a 9 is a 9. The only card that is special by suit is the 3♣, and only because it marks who leads the very first hand of the game.
Related rulebooks
- Thirteen rules — climb with pairs and runs — 2s rule
- Idiot rules — shed three layers — don't be the idiot
- Durak rules — attack, defend — don't be the fool
- Switch rules — draw twos, black jacks and wild aces
Last reviewed 2026-08-05 · play President online free