FeltSavvy starter rules

Crazy Eights rules: how to play

Match the top card by suit or rank, play an eight to choose a new suit, and be the first to empty your hand. If nothing matches, draw one card.

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House rules vary. This page uses FeltSavvy’s starter rules for Crazy Eights (also written Crazy 8): draw one card at a time, only eights are wild, and no skip, reverse or draw-two cards.

2–4 players · one 52-card deck · eights are wild · Signed in? Earn Crazy Eights XP

Learn in a few moves

Try it in five moves

Match a suit or rank. Change the suit with an eight.
Be the first to run out of cards.

Five little moves · FeltSavvy starter rules

The complete FeltSavvy starter rules

Setup

  • Use one standard 52-card deck with no jokers.
  • Two to four players. In FeltSavvy you play against one, two or three computer opponents.
  • With two players, deal seven cards each. With three or four players, deal five cards each.
  • The rest form the face-down stock. Turn one card face up to start the discard pile; the starting card is never an eight.

Matching a card

On your turn, play one card that matches the current suit or the rank of the top discard. An eight can be played on anything.

Example: the pile shows the 7 of hearts. You may play any heart, any seven, or any eight.

On the pile 7 of hearts
Yes Queen of hearts — can be played: same suit (hearts).
Yes 7 of clubs — can be played: same rank (seven).
Yes 8 of spades — can be played: eights are always wild.
No 4 of clubs — cannot be played: neither a heart, a seven nor an eight.

Wild eights change the suit

When you play an eight, choose the next suit. If you play an eight and choose clubs, the next player must play a club or another eight. Hearts no longer match, even though the card underneath was a heart.

Choose a suit you hold several cards of, so your next turn is easier.

Drawing one card

  • Instead of playing, you may draw one card from the stock — even if you already hold a playable card.
  • Only the card you just drew may be played on that turn. Play it if it matches, or keep it and end your turn.
  • If the drawn card cannot be played, your turn passes automatically. You never keep drawing until you can play.
  • When the stock runs out, the discards are shuffled back into a new stock. The top card and current suit stay where they are.

Worked example. The pile shows the 7 of hearts and you choose to draw.

Yes You draw the Queen of hearts. It matches, so you may play this drawn queen — or keep it and end your turn. You cannot play a different card from your hand instead.
No You draw the 4 of clubs. It does not match hearts or seven, so your turn passes automatically.

Winning the round

  • The first player to empty their hand wins immediately.
  • You may finish on an eight. A final eight wins at once with no suit to choose.
  • “Last card” is announced automatically when a player has one card left. There is no penalty for forgetting to say it and no timer.
  • There are no special skip, reverse, draw-two or stacking cards. Only eights have a power.

Blocked rounds and card penalties

If there is nothing left to draw and you have no match, you pass. When every player passes in a full circuit, the round is blocked. Each player adds up the penalty for the cards still in hand; the lowest total wins, and equal lowest totals share the win.

Card penalties if everyone is blocked
CardPenalty
Eight50
Jack, Queen or King10
Ace1
2 to 10 (except 8)Face value

These values only decide a blocked round. They are not XP and there is no target score to reach across rounds.

Example: a hand of 8, King and 3 counts 50 + 10 + 3 = 63.

Simple strategy

These habits help, but the shuffle still matters and nothing guarantees a win.

  • Save your eights. An eight can rescue a turn when nothing else matches, so play ordinary matches first when you can.
  • Play toward your longest suit. Matching by rank to switch into a suit you hold many of keeps future turns open.
  • Watch opponents’ card counts. When someone is close to finishing, changing the suit away from what they just played can slow them down.
  • Shed high-penalty cards. If a blocked round looks likely, getting rid of eights and picture cards lowers your total.

Quick questions

How many cards does each player get?
Seven each with two players; five each with three or four players.
Can you finish on an eight?
Yes. In these rules a final eight wins immediately, with no suit choice.
Draw until you can play, or draw one?
Some house rules make you keep drawing. FeltSavvy uses draw one: you draw a single card, then play that card or keep it.
Can two people play?
Yes. In FeltSavvy a two-player game is you against one computer opponent, with seven cards each. With a physical deck, two people can play the same way.
How is it different from UNO?
Crazy Eights uses an ordinary deck, and in these rules only eights are special. There are no skip, reverse or draw-two cards.

Ready to try the rules for real?

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Play Crazy Eights online on FeltSavvy.