The house rules

How to play Shithead

2–4 players · one standard deck · no mercy

Pub game, pure spite. Nine cards each, one pile in the middle, and one poor bastard left holding cards at the end. Take five minutes on this and you’ll be stitching up ya mates by the second hand.

Learn it in one hand Also called Karma, Palace, Shed
THE POINT

Get rid of ya cards

Nine cards each. First to dump the lot walks away clean. Last mug still clutching cards is the shithead — and deals the next round while everyone reminds them.

THE DEAL

Three down, three up, three in hand

Before the deal locks in you get one shot at a swap: trade anything in your hand for your face-ups. Big cards on show, rubbish in hand — that’s the play.

THE CATCH

Can’t beat it, ya eat it

No legal card means the whole pile goes into your hand. That’s the entire game — dodge the pile, hand it to someone else, keep a magic card back for when it gets ugly.

Step 01

Your three stacks

You play them in order. Hand first, then the face-ups, then the blind ones — and you can’t touch the next lot until the one before is gone.

  1. In ya hand

    Three cards only you can see. Play one (or a few of the same rank), then top back up to three while the deck lasts.

    PLAY THESE FIRST
  2. Face up

    Three on the table, showing. Once your hand and the deck are gone, these are what you’re playing — so keep the big ones up here.

    EVERYONE SEES THESE
  3. Face down

    Three blind cards. You flip one and play it sight unseen. Beat the pile and you’re laughing. Don’t, and the pile’s yours.

    PURE LUCK
Step 02

A turn, in four beats

  1. Beat the top card

    Equal or higher than whatever’s showing on the pile. Same rank is fine — and you can lay two, three or four of a rank at once.

  2. Top back up

    Draw until you’ve got three in hand again, as long as the deck holds out. After that you’re on what you’ve got.

  3. Or swallow the pile

    Nothing legal to play? The whole pile goes into your hand and play moves on. Brutal, and entirely your problem.

  4. Magic gets ya out

    A 2, 3 or 10 can go down on anything at all. That’s your escape hatch — don’t burn it early.

Step 03

The cards that bend the rules

Magic cards go down on anything, whatever’s showing. Special cards still have to beat the pile — they just make the next poor sod’s life harder.

  • 2♥
    RESET

    Back to zero

    Goes on any card. Wipes the pile’s value — the next player can follow with absolutely anything.

  • 3♠
    CLONE

    Copies what’s under it

    Goes on any card and becomes it. Drop a 3 on a King and the next mug still has to beat a King.

  • 10♦
    BURN

    Torches the pile

    Goes on any card. The whole pile leaves the table for good and you play again on a clean slate.

  • 7♣
    CAP

    Next one goes lower

    Has to go on a 7 or lower. The player after you must play a 7 or under — or pick the lot up.

  • 8♠
    SKIP

    Next mug misses out

    Has to go on an 8 or lower. Skips the next player entirely. House rule — can be switched off in the lobby.

  • 4×♣
    BURN

    Four of a kind

    Four of the same rank in a row — in one go or built up by the table — burns the pile. Whoever laid the fourth plays again.

OUT OF TURN

The snatch

Four of the same rank in a row burns the pile — and it doesn’t have to be one player. If the pile’s showing three Kings and you’re holding the fourth, slap it down out of turn. Pile burns, the go is yours. Once your hand’s empty it works off your face-up cards the same way — but never off the blind row, since nobody knows what’s under there.

Be quick. Once the next card lands the chain’s broken and you’ve missed it. In game the app glows your cards when you’ve got a shot — switch the hints off in settings if you’d rather earn it.

Step 04

Down to the last three

  1. Hand empty, deck empty

    Once the deck’s run dry and your hand’s gone, you move onto your face-up cards. Same rules, no top-ups.

  2. Then the blind three

    Face-ups gone? Tap a face-down and it plays as it lands. Beats the pile, it stays. Doesn’t, and you take the pile and keep going.

  3. All nine gone — you’re out

    Clear all three stacks and you’re safe, out of the round, and free to heckle. Everyone else plays on for the wooden spoon.

Everyone finishes except one. That one’s the shithead. They deal — and they wear it ’til next round.

Table talk

Shithead
Last player still holding cards. Deals next round, cops it all round.
Burn
The pile leaves the table for good. A 10 or four of a kind does it.
Snatch
Slapping down the fourth of a rank out of turn to burn the pile and steal the go.
Magic
2, 3 and 10. Legal on any card, whatever’s showing.
Cap
What a 7 does — the next player is forced to go lower.
The swap
Your one chance before the deal locks in to trade hand cards for face-ups.

That’s the lot. Go lose some dignity.

Have a hit against the bots ’til it clicks, then drag ya mates in with a room code.

Deal me in

House rules can be switched about in the lobby — eights, blind deck, pre-deal and all that.