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Crazy Eights Rules

How to Play Crazy Eights: Rules, Scoring and a Worked Example

Learn how to play Crazy Eights step by step: the deal for 2 to 4 players, matching suit or rank, wild eights, drawing, penalty scoring and house rules.

Crazy Eights — Your turn: the cards that match the top card are lifted and outlined in gold.
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Crazy Eights guide Updated October 2026Crazy Eights rules

Crazy Eights is a card game for 2 to 4 players and one 52-card deck, and its rules fit on the back of a napkin. Deal 7 cards each with 2 players or 5 each with 3 or 4, turn up a starter card, then take turns covering the top card with one of the same suit or the same rank. Eights are wild: play one on anything and name the suit the next player must follow. If you cannot play, draw 1 card. The first player out of cards wins the hand, and everyone else takes penalty points for whatever is still in their hand.

The deal for 2, 3 or 4 players

Shuffle one standard 52-card deck with the jokers taken out. How many cards each player gets depends on how many are playing:

PlayersCards eachCards left in the stock
2737
3536
4531

Turn the next card face up to start the discard pile: this is the starter. The rest of the deck goes face down as the stock. If the starter happens to be an 8, the dealer is treated as having played it and names the suit to follow.

How a turn works, step by step

The player to the left of the dealer goes first, and play continues clockwise. On your turn:

  1. Look at the top card of the discard pile, and at the suit named if that card is an 8.
  2. Play one card of the same suit or the same rank on top of it, or play an 8.
  3. If you play an 8, name a suit: clubs, diamonds, hearts or spades.
  4. If you cannot play, or would rather keep your cards, draw 1 card from the stock instead.
  5. The turn then passes to the next player on the left.

What eights do

An 8 is wild: it goes on any card, whatever its suit or rank. Whoever plays it names a suit, and the next player must play a card of that suit or another 8. The suit printed on the 8 itself stops mattering the moment it lands.

Because an 8 always fits, it is the safest card in your hand and the most expensive one to be caught holding: 50 penalty points, as much as 5 kings put together. Most players keep their eights until nothing else will go, which works beautifully right up until someone else goes out first.

Drawing from the stock

This guide follows Pagat’s basic drawing rule: a turn is either one card played or 1 card drawn. If the card you draw fits, you may play it straight away; if not, your turn is over. You may also draw while holding a card you could play, which is handy when the only thing that fits is an 8 you would rather save.

When the stock runs out, keep the top card of the discard pile and shuffle the rest into a new stock. If nothing is left to shuffle, a player who cannot play passes, and if every player passes in a row the hand is blocked: everybody scores the cards in their hand.

Ending the hand and scoring

A hand ends the moment a player plays their last card. The other players count the cards left in their hands as penalty points:

CardPenalty points
Any 850
K, Q or J10
10 down to 2Face value
Ace1

Pagat’s basic rules leave the finish line to the players. On this site the game ends after the hand in which anyone reaches 100 points, and the lowest total wins: as in golf, the small number is the one you want.

Playing Crazy Eights with 2 players

With 2 players each gets 7 cards and 37 stay in the stock, so drawing is cheaper and hands run longer. The game also becomes a matter of reading one person. Every draw is a clue: an opponent who draws right after hearts were named probably has no hearts.

Against a single opponent, an 8 is best spent switching to a suit the other player has shown they lack, which usually sends them back to the stock. Count the 4 eights as they fall: once 3 have been played, whoever holds the last one holds the only wild card left.

A worked example

Three players, Ana, Ben and you, with the 6♣ as the starter. Ana plays the 6♦ (same rank) and Ben plays the K♦ (same suit). You hold Q♠, 3♥, 8♣ and 9♥. Nothing matches diamonds or kings, so you play the 8♣ and name hearts, the suit you hold most of.

Ana has no heart and no 8, so she draws 1 card: the 2♠, which does not fit, and the turn passes. Ben plays the 5♥ and you follow with the 9♥.

A few turns later you play your last card. Ana is left with 7♣, 4♣ and 2♠: 7 + 4 + 2 = 13 penalty points. Ben is caught with 8♦ and J♥: 50 + 10 = 60, most of it for an eight he never got to play. You take nothing.

Common house rules

Crazy Eights practically begs to be tinkered with: the card-game historian John McLeod calls it “one of the easiest games to modify by adding variations”. Pagat lists several popular extras. They push the game towards Uno, and any of them is fine if everyone agrees before the deal:

  • Draw until you can play, instead of 1 card a turn.
  • Draw up to a fixed number of cards, then pass if none of them fits.
  • A 2 makes the next player draw 2 cards unless they also play a 2, and the penalty stacks.
  • A queen skips the next player; with 2 players, you play again.
  • An ace reverses the direction of play.
  • A player down to 1 card must announce it or draw 2 cards as a penalty.

The tables on this site play the basic game: only eights are special, and you draw 1 card a turn.

Card games like Crazy Eights

Crazy Eights belongs to the shedding family, where the first player to get rid of every card wins. It first appeared as plain Eights in the 1930s and picked up the “Crazy” in the 1940s, a name traced to Section 8, the US military discharge for soldiers judged mentally unfit for service. Its close relatives play the same way with a few extra power cards:

  • Mau-Mau, the German member of the family.
  • Switch, the British version, and Last Card, both variants of the basic game.
  • Uno, a commercial game with its own deck built on the same idea.

If you like the matching, try Old Maid, where you pair cards and avoid the last odd one, or Rummy, where you build sets and runs to empty your hand. Both can be played on this site.

Frequently Asked Questions

How many cards do you deal in Crazy Eights?

7 cards each with 2 players, and 5 cards each with 3 or 4 players. One more card is turned up as the starter, and the rest of the deck forms the stock.

Can you play an 8 on another 8?

Yes. An 8 can go on any card, including another 8, and the player who plays it names a suit again.

Can you go out on an 8?

Yes. An 8 played as your last card ends the hand like any other card, and there is no need to name a suit. Some families forbid it as a house rule.

What happens when the stock runs out?

Shuffle the discard pile, except its top card, to make a new stock. If there is nothing left to shuffle, a player who cannot play passes, and the hand ends blocked if everyone passes.

Is Crazy Eights the same as Uno?

No, but they are relatives in the same family of games, the Eights group, and both are matching games: Crazy Eights matches suit or rank with a standard deck and makes eights wild, while Uno matches colour or number with its own deck and adds skip, reverse and draw-2 cards. The house rules above turn Crazy Eights into something very close to Uno.

How many points do you need to win?

Pagat leaves the target to the players. On this site the game ends when someone reaches 100 penalty points, and the lowest total wins.

Do you need a special Crazy Eights deck?

No. Crazy Eights is played with a standard 52-card deck with the jokers taken out. Boxed Crazy Eights decks for children use their own pictures but the same match-and-wild idea; their leaflet may add special cards.

Sources

We check these rules against the standard references:

  • Crazy Eights · Pagat, John McLeodThe deal for 2 players and for more, the starter, playing to suit or rank, wild eights, drawing, the reshuffled stock and the blocked hand, penalty scoring with no set target, and the house rules for twos, queens, aces and the last card.
  • Crazy Eights · WikipediaEights in the 1930s, the name Crazy Eights in the 1940s and its link to Section 8, Mau-Mau, Switch, Last Card and Uno in the same Eights group, and John McLeod’s remark on how easily the game takes variations.