Crazy Eights is the kind of game people “already know” until the first disagreement shows up. Does an eight change suit immediately? Can you stack draw penalties? Do you draw until you can play? Those tiny differences are why it’s better to think of Crazy Eights card games as a family of simple shedding games rather than one frozen ruleset.
At its best, Crazy Eights is fast, friendly, and surprisingly tactical for a game many kids learn first. And yes—done right, it also works as 2 player card games, where the discard pile becomes a quiet duel of timing.
The core idea: get rid of your hand first
Crazy Eights is a shedding game. The goal is to be the first player to play all your cards.
The game uses a standard 52-card deck and a discard pile. Players match the top discard by rank or suit—unless they play an eight, which is the wild card.
Setup: dealing and starting the discard pile
Typical setup looks like this:
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Shuffle the deck.
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Deal cards to each player (often 5–7; the exact number is a house choice).
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Place the remaining deck face down as the draw pile.
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Flip one card face up to begin the discard pile.
If the first face-up card is an eight, many groups reshuffle and flip again to avoid starting with a wild. Agree on that upfront.
Turn rules: match, play an eight, or draw
On your turn, you do one of three things:
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Play a matching card
You may play a card that matches the top discard by:-
the same suit (hearts, diamonds, clubs, spades), or
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the same rank (e.g., any 9 on a 9)
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Play an eight (wild)
An eight can be played on any card. When you play an eight, you must choose the next suit to be followed. That choice is the whole point of the eight—it’s a steering wheel. -
Draw if you can’t play
If you have no legal play, draw a card from the draw pile.-
In many versions, if the drawn card is playable, you may play it immediately.
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In other versions, you draw once and your turn ends even if it’s playable.
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Pick one rule. This single detail changes game speed a lot.
Calling “one card” (optional but common)
Some groups require you to announce when you’re down to one card (like “UNO” rules). If you forget and get caught, you draw a penalty card. It’s optional, but it adds a fun little social pressure.
If you’re playing with kids or beginners, this rule keeps everyone attentive without complicating the core game.
Winning a hand and scoring (if you use it)
Many casual games end when someone empties their hand. If you want longer play, add scoring:
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When a player goes out, everyone else counts the value of cards left in their hand.
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Common simple scoring:
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Eights = 50 points
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Face cards = 10
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Number cards = face value
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You can play to a target score (like 100 or 200) where the lowest score wins—or reverse it so the winner accumulates points. Either is fine as long as everyone agrees.
Why it works as 2 player card games
With two players, Crazy Eights becomes more “readable.” Every discard is information, and every suit change hits harder because there’s only one opponent to aim at.
A quick two-player tip: if you can, change the suit to something your opponent has been avoiding. You learn this by watching the discard pile—people quietly reveal what they can’t match.
Also, because the draw pile cycles faster in two-player play, a suit change can swing momentum quickly.
Common house variations (the ones that cause arguments)
Here are a few popular tweaks you’ll hear about—keep it short and decide before you start:
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Draw stacking: a 2 forces the next player to draw 2; players can stack 2s to pass the penalty forward.
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Reverse and skip cards: adding action card behavior to certain ranks (often inspired by UNO).
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Multiple eights: some groups allow players to play more than one card per turn if they match; others don’t.
None of these are “wrong.” They’re just different games wearing the same name.
One subtle beginner mistake
Beginners often treat eights like a panic button: “I can’t play anything else, so I’ll drop an eight.” That’s fine sometimes, but the best eights are planned.
A strong eight does two things:
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It gets rid of a card you want gone.
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It forces a suit your opponent likely can’t follow.
If you play an eight without choosing a suit strategically, you’ve wasted the best tool in the game.
Crazy Eights is simple on the surface and quietly clever underneath: match suit or rank, use eights to steer the game, and manage your hand so you don’t get stuck. As 2 player card games, Crazy Eights card games become even sharper because every suit change feels personal—and every discard becomes a clue you can’t afford to ignore.