Small Shelf Games: Crazy Eights

Welcome back to the Small Shelf Games series; a series of posts about games that can be played with generic game components that are small, easy to store, and don't need you to break the bank to play.

Today, we're going to talk about Crazy Eights, also known as Last Card, a classic card game that's notable for being possibly the easiest game to modify with your own rules. It's core rules are incredibly simple, and it's a great game to play with kids at lower complexity levels, or with adults at higher complexity levels.

Note: It's possible you've played a variant of Crazy Eights before; UNO is a commercialized version of Crazy Eights which is probably one of the most well-known commercial card games in the world.

Crazy Eights

Round Setup

  1. Shuffle the deck and deal each player 7 cards.
  2. Place the remaining deck in the center of the table, face down. This is the Draw Pile.
  3. Flip the top card of the Draw Pile face up next to it. This is the start of the Discard Pile.
  4. Designate a player to go first.

Tip: Not sure who should go first? Try the player with the last digit of their birth year closest to 8! If there's a tie, compare months, then days. If there's still a tie, I recommend* finding birth certificates to determine how closely someone was born to the 8th hour of the day.

Gameplay

  1. On your turn, you must play a card from your hand that matches the rank or suit of the top card of the Discard Pile.

    For example, if the top card is ♣️3, you could play any 3, or any Club card.

  2. The only exception to this rule is the 8 card, which is wild; it can be played on any card, and you can announce the suit that the next player must play.

    For example, if the top card is ♣️3, you could play an ♦️8; the suit of the 8 doesn't matter, and you can now announce any suit you like.

    If you announced "Hearts", the player after you would need to play a Heart card, despite the top card being a Diamond.

  3. If you can't play a card, you must draw a card from the Draw Pile.

    • If you can play the drawn card, you may immediately play it.
    • Otherwise, add it to your hand.
  4. Control passes to the next player.

If the draw pile runs out, set the top card of the discard pile aside, shuffle the rest of the discard pile, and place it face down to form a new draw pile. Put the set aside card back where the discard pile was; it's still the top of the discard pile.

Winning

The first player to empty their hand wins the round.

Scoring

It's entirely possible to play Crazy Eights without scoring, only playing for fun or only tracking rounds won. However, if you want to add a scoring element, you can award (negative) points to players based on the cards left in their hand at the end of the round; once any player reaches a predetermined score, the game ends, and the player with the lowest score wins.

The score each card is worth will depend on the abilities you've decided to place on the cards, but here's a common scoring system:

Taking it further

And that's it! An extremely simple game with these core rules, but where it comes alive is in the custom rules you can add, typically in the form of giving more cards special abilities. Here are a few of the most common examples:

These are the most common special card variants, but there's countless more you can add to the game to make it your own. If you're feeling stuck for ideas, try some of ideas in the next section, attributing them to whichever ranks or suits you like.

Special Card Ideas

Tip: Some of these specialties can be quite powerful, especially if you're playing with multiple decks and will have up to 8 cards of each rank.

If playing with a lot of special cards, consider restricting them to a single suit, as well as rank. For example, only the ♣️K is the Targeted Draw card. Other kings are just regular cards.

Variants

In addition to the common rules giving extra abilities to cards, here are a couple of more advanced variants you can try: