Blackjack Rules 8 Miss A Go

The most variable rules seem to be on surrender and the dealer peeking for blackjack. Special mention should be made about the Ezugi game, where early surrender against an ace is allowed. The effect of this rule variation is a reduction in the house edge of 0.39% to a low 0.11%. Nov 21, 2008  Blackjack (no, not that one). Eights make the next player miss a go (two eights makes two miss a go etc), king reverses direction of play, but both of these must be played on the right suit.

Contents

Introduction and Alternative Names

Crazy Eights is a game for two or more players, in which the object is to get rid of the cards in your hand onto a discard pile by matching the number or suit of the previous discard.

There is a huge number of variations of this game, and many alternative names. Itis sometimes called Crates, Switch, Swedish Rummy, Last One or Rockaway. In Germany it is Mau-Mau; in Switzerland it is Tschausepp; in the Netherlands it is Pesten. Some British players call it Black Jack, which is unfortunate as it can lead to confusion with the well-known American banking card game Blackjack.

Basic Game

The basic game of Crazy Eights uses a standard 52 card pack, or two such packs shuffled together if there are a lot of players. The dealer deals (singly) five cards to each player (seven each if there are only two players). The remainder of the pack is stacked face down on the table as a stock from which cards will be drawn. The top card of the stock is turned face up and placed beside the stock to start the discard pile.

Starting with the player to dealer's left, and continuing clockwise, each player in turn must either play a legal card face up on top of the discard pile, or draw a card from the undealt stock. The following plays are legal.

  1. If the top card of the discard pile is not an Eight, you may play any card which matches the rank or suit of the previous card (for example if the top card was the king of hearts you could play any king or any heart).
  2. An Eight may be played on any card, and the player of the Eight must nominate a suit.
  3. If an Eight is on top of the pile, you must play either another Eight or any card of the suit nominated by the person who played the Eight.

If an Eight is turned up by the dealer as the first card of the play pile, it is treated as though the dealer had played it. The dealer looks at his or her hand and nominates a suit, and the first player must play a card of that suit or another Eight.

A player who has only one card left in their hand must alert the other players by saying 'last card'. A player who fails to do this before the next player takes their turn must draw two cards from the top of the stock as a penalty.

The first player who gets rid of all their cards wins, and the other players score penalty points according to the cards they have left in their hands - 50 for an eight, 10 for a picture, and spot cards at face value (one point for an ace, two for a two and so on).

If the stock pile is exhausted, the played cards, except for the last card, are shuffled and stacked face down to make a new stock and the game continues.

Special Cards

Apart from the Eights, usually there are other cards that have special effects when played. Typical rules are as follows.

Skip
When a Queen is played, the next player in rotation misses a turn, and the turn passes to the following player. In a two-player game the opponent is skipped and the same player plays again.
Reverse direction
When an Ace is played, the direction of play reverses, becoming anticlockwise if it had been clockwise, or vice versa. In a two-player game an Ace has no effect.
Draw cards
When a Two is played the next player must either draw two cards or play another Two (an Eight cannot be played in this case). If several Twos have been played by consecutive players, the next player must either play another Two or draw two cards for each two in the sequence. The penalty cards cannot be played in the same turn - after the penalty cards have been drawn, the turn passes to the following player, who can continue with any card of the same suit as the last Two, or another Two or an Eight to change suit.

Blackjack Card Game Rules 8 Miss A Go

If one of these special cards is turned up as the first card of the play pile, it is treated as though the dealer had played it. If the turned up card is an Ace, play begins anticlockwise and the player to dealer's right has the first turn. If the turned up card is a Two the first player must play another Two or draw two cards. If the first card is a Queen, the first player is the the player two places to the left of the dealer.

If the last card played by the winner happens to be a special card, the special effect is ignored. For example the card on top of the play pile is the 10 and the next player's only remaining card is the 2. The player plays the 2 and immediately wins. The hands are scored as they are - no one has to draw cards as a result of the 2.

Variations

Blackjack Rules Pdf

Crazy Eights is one of the easiest games to modify by adding variations. In particular the roles of the special cards are often changed, for example using a different card, such Jack instead of Queen to cause the next player to skip a turn, or Four instead of Ace to reverse direction. Sometimes there will be additional special cards with other effects - for example it may be agreed that the Queen of Spades requires the next player to draw 5 cards. The result is that almost every group of players has their own house rules, and it would be rare to find two groups that play exactly the same way.

Deal

The number of cards dealt to each player initially may vary. For example some begin with eight cards each.

Drawing Cards

In the normal game, you may always use your turn to draw a card. However, some people play that you may only draw if you are unable to play - if you can play you must.

Some allow the drawn card to be played immediately if it is a legal play.

Some allow more than one card to be drawn - either up to a fixed number of cards, after which if you still cannot (or will not) play the turn passes to the next player. Others require you to continue drawing until either you can play or the deck is exhausted.

Changing Suit

The special card that changes suit is nearly always the Eight, at least in places where the game is called Crazy Eights. In many countries and regions the equivalent game goes by other names and a different card may be used to change suit - for example in the British game Switch it is often the Ace, and some other variants use the Jack or the Seven.

Some play that you can only play an Eight that matches the previous card's suit or rank.

Blackjack

Some play that you can play an Eight at any time but when playing an Eight you do not nominate a suit. The next player must simply match the suit of the Eight you played or play another eight.

One correspondent (Szu Kay Wong) gives the rule an Eight can be played on any card, but the player can only nominate a different suit if the Eight matches the rank or suit of the previous card. Some players use jacks or aces rather than eights as the cards which have the power to change suit.

Multiple Equal Cards

Some allow a player holding two or more equal ranked cards to play them all at once, provided that the first of them is a legal play. If they are special cards all the special effects take place. For example if the top card of the play pile is the 5, the next player could play 9, 9 and 9 in that order, and the next player would have to play a 9 or a heart. If the equal cards are special cards all the special effects take place. For example if an Ace reverses direction, playing two Aces together will reverse it twice, leaving the direction of play unchanged. If a Queen skips the next player, a pair of Queens will skip two players (in a two-player game that would be your opponent's turn and your own next turn, leaving your opponent to play next). If a Two requires the next player to pick up twos cards, a pair of Twos will require the next player to pick up 4 cards (or play another Two).

Last Card

Some groups have a special word that must be said by a player when they have just one card left. On the other hand, some groups do not require a player with one card to warn the other players.

End of Stock Pile

When the stock pile is exhausted, the rules given in most books to not envisage shuffling the play pile to make a new stock. Instead they specify that play continues without drawing. A player who cannot or does not wish to play just passes. If all pass, the game is blocked. Play stops and everyone scores for the cards remaining in their hands. I think that in practice this version of the game is rarely played.

Crazy Eights Countdown

This variant has become popular in North America. Each player begins the game with a score of 8, and eight cards are dealt to each player. When a player gets rid of all their cards, this does not end the play. Instead, the player subtracts 1 from their score, and is immediately dealt a new hand of cards equal in size to their new score. The other players keep the cards that they have and the play continues. The winner of the game is the first player who reduces their score to zero.

Each player's current score determines the rank of the card that is wild for them. So at the start of the game everyone has Eight as their wild card, and the game is like normal Crazy Eights. But later in the game it is possible for each player to have their own, different rank of wild card, which can be played on any card and allows the player to nominate the suit to be played next. Each time a player runs out of cards, their wild card changes, first from Eight to Seven, then Six and so on down to Ace. When a player with a score of 1 and Ace as wild card runs out of cards, their score becomes 0 and they win the game.

The changing wild card introduces several new situations and players need to agree how to resolve these. The following rules are suggested.

  1. When a wild card is played, the player nominates a suit. The next card played must either be a card of that suit or the player's own wild card.
    • Example. My score is 6. I play the 6 and nominate hearts. If the next player's score is 7 that player must either play a heart, or play a wild 7 to nominate a suit, or draw a card. The next player is not allowed to play (for example) the 6 even though the rank is the same as my wild Six.
  2. When a player's wild card rank also has a special effect, the player nominates a suit and the card also acts as a special effect card as follows.
    • Wild / Skip. The next player is skipped and the following player must play the nominated suit or a wild card. For example, suppose that our house rule is that 4 skips the next player, 4 is my wild card, and I play the 4 nominating diamonds. The next player is skipped and the player after that must play a diamond or one of their own wild cards.
    • Wild / Reverse. The direction is reversed and the next player in the new direction must play the nominated suit or a wild card. For example, suppose that Aces reverse direction. We are playing clockwise and I play the A nominating spades. The direction reverses to anticlockwise and the player to my right must play a spade or one of their own wild cards.
    • Wild / Draw Two. The next player must either draw two cards or play a Two of the nominated suit. For example, the players in order and their scores are A(2), B(5), C(6). Player A plays the 2 nominating clubs. Now B must either play the 2 or draw two cards. If B plays the 2, C must either draw four cards or play any Two (since the 2 was not wild). If B draws 2 cards, C must play a club or a wild 6 or draw a card, since clubs was the suit nominated by A. Another example: player A plays the wild 2 and nominates diamonds. Assuming that we are playing with a single deck, player B is forced to draw two cards, and C will then have to play a diamond or a wild card. Playing with a double deck, B's only legal play to avoid drawing two cards would be the other 2.

Here is a blog post and discussion about Crazy-8-Countdown describing a version in which Jacks skip the next player, Twos make the next player draw two cards or play another Two as usual, and the Queen of Spades makes the next player draw five cards. Multiple cards of equal rank can be played together. No 'reverse direction' card is mentioned.

Variant: Some groups allow a card of equal rank to be played on a wild card even if it is not in the called suit. For example a wild 5 is played calling 'diamonds' but the next player plays 5 instead of a diamond, even though 5 is not wild for them. This rule is the most frequent cause of arguments in this game so it is a good idea to agree in advance whether your house rules allow this play or not.

Gordon Lancop's Crazy Eights Countdown app for Android features special cards for Skip, Reverse, Draw Two and Draw Five which can be configured according to the player's preference.

Other variants described on this and other websites

See the following pages on this site:

  • Crates, described by Richard Hussong.
  • Spoons, described by Bruce McCosar.
  • Last One, contributed by Mark Alexander.
  • Bartok, in which the rules are modified during the game.
  • Mao, in which the rules may not be discussed.

More pages with rules of Crazy Eights variants:

  • Jose M. Carrillo-Muniz describes Ocho Locos, a version of Crazy Eights played in Puerto Rico.
  • Justin Tuijl's description of Jack Change, another variation.
  • Jean-François Bustarret's site has rules of Huit Américain in French.
  • The site Cribbage.ca has a description of a French Canadian variation known simply as Huit (eight).
  • Crazy Eights rules are available on the Card Game Heaven site.

Several Crazy Eights variants contributed by readers are listed in the Invented Games section of this site.

There have been many commercial versions of eights, designed to be played with specially produced packs of cards. Probably the best known of these is Uno, for which there are also many invented variations.

Crazy Eights software and online games

The collection HOYLE Card Games for Windows or Mac OS X includes a Crazy Eights program, along with many other popular card games.

At GameDuell, you can play Crazy Eights online.

Malcolm Bain's shareware Agony for Windows, which plays a Greek variation of Crazy Eights, is available from Card Games Galore.

You can play Crazy Eights online at CardzMania.com

At Solitaire.com you can play Crazy Eights or the corresponding Dutch game Pesten or German game Mau Mau online against the server.

You can download Laurent Pellenc's Crazy Eights Program for Windows from his page.

Mike's Cards includes a Crazy Eights program for Macintosh and Windows computers.

Games4All have published a Crazy Eights game for Android.

The Crazy Eights Deluxe program is available from Unique Games

PlayOK (formerly known as Kurnik) offers the similar Polish game known as Makao (which is listed at PlayOK/Kurnik as Switch).

Gameslush.com offers an online Crazy Eights game against live opponents or computer players.

At DKM Crazy Eights from the CardSharp suite you can play two-player Crazy Eights online against a computer opponent.

Einar Egilsson has published a free Java Crazy Eights program with which you can play online against one computer opponent.

On This Page

Rules

I overhear a lot of bad gambling advice in the casinos. Perhaps the most frequent is this one, 'The object of blackjack is to get as close to 21 as possible, without going over.' No! The object of blackjack is to beat the dealer. To beat the dealer the player must first not bust (go over 21) and second either outscore the dealer or have the dealer bust. Here are the full rules of the game.

  1. Blackjack may be played with one to eight decks of 52-card decks.
  2. Aces may be counted as 1 or 11 points, 2 to 9 according to pip value, and tens and face cards count as ten points.
  3. The value of a hand is the sum of the point values of the individual cards. Except, a 'blackjack' is the highest hand, consisting of an ace and any 10-point card, and it outranks all other 21-point hands.
  4. After the players have bet, the dealer will give two cards to each player and two cards to himself. One of the dealer cards is dealt face up. The facedown card is called the 'hole card.'
  5. If the dealer has an ace showing, he will offer a side bet called 'insurance.' This side wager pays 2 to 1 if the dealer's hole card is any 10-point card. Insurance wagers are optional and may not exceed half the original wager.
  6. If the dealer has a ten or an ace showing (after offering insurance with an ace showing), then he will peek at his facedown card to see if he has a blackjack. If he does, then he will turn it over immediately.
  7. If the dealer does have a blackjack, then all wagers (except insurance) will lose, unless the player also has a blackjack, which will result in a push. The dealer will resolve insurance wagers at this time.
  8. Play begins with the player to the dealer's left. The following are the choices available to the player:
    • Stand: Player stands pat with his cards.
    • Hit: Player draws another card (and more if he wishes). If this card causes the player's total points to exceed 21 (known as 'breaking' or 'busting') then he loses.
    • Double: Player doubles his bet and gets one, and only one, more card.
    • Split: If the player has a pair, or any two 10-point cards, then he may double his bet and separate his cards into two individual hands. The dealer will automatically give each card a second card. Then, the player may hit, stand, or double normally. However, when splitting aces, each ace gets only one card. Sometimes doubling after splitting is not allowed. If the player gets a ten and ace after splitting, then it counts as 21 points, not a blackjack. Usually the player may keep re-splitting up to a total of four hands. Sometimes re-splitting aces is not allowed.
    • Surrender: The player forfeits half his wager, keeping the other half, and does not play out his hand. This option is only available on the initial two cards, and depending on casino rules, sometimes it is not allowed at all.
  9. After each player has had his turn, the dealer will turn over his hole card. If the dealer has 16 or less, then he will draw another card. A special situation is when the dealer has an ace and any number of cards totaling six points (known as a 'soft 17'). At some tables, the dealer will also hit a soft 17.
  10. If the dealer goes over 21 points, then any player who didn't already bust will win.
  11. If the dealer does not bust, then the higher point total between the player and dealer will win.
  12. Winning wagers pay even money, except a winning player blackjack usually pays 3 to 2. Some casinos have been short-paying blackjacks, which is a rule strongly in the casino's favor.

Wizard's Simple Strategy

I've been preaching for years that to play blackjack properly requires memorizing the basic strategy. However, after pitching the basic strategy for 20 years, I've learned that few people have the will to memorize it. In my book, Gambling 102, I presented a 'Simple Strategy,' which is seven simple rules to playing blackjack. The cost due to incorrect plays with the Simple Strategy is 0.53%, under liberal Vegas Strip rules.

Ever since my book was published it has bothered me that the cost in errors to my Simple Strategy was too high. So in September 2009 I developed the following 'Wizard's Strategy.' The cost due to imperfect plays is 0.14% only, relative to liberal Vegas Strip rules. That is the cost of one hand for about every 12 hours of play. Compared to the 250 cells in the Basic Strategy, the Wizard's Strategy has only 21, as follows.

Let me be perfectly clear that this strategy is not right 100% of the time. I continue to get Emails saying that when this strategy was used with my practice game, the player was corrected for following it. For example, my simple strategy says to stand on 12 against a 2, when it is mathematically better to hit. If you want to learn a strategy that is correct all the time you should use the appropriate basic strategy for the set of rules you are playing.

Here are some comments of clarification.

  • A 'hard' hand is one that either has no aces, or has aces that are forced to count as point, lest the hand bust. A 'soft' hand is one with at least one ace, which may still count as one or eleven points.
  • With a hard 10 or 11, double if you have more points than the dealer, treating a dealer ace as 11 points. Specifically, double with 10 against a 2 to 9, and with 11 against 2 to 10.
  • If the strategy says to double, but you have three or more cards, or table rules don't allow soft doubling, then hit, except stand with a soft 18.
  • If the strategy says to surrender (16 vs. 10), but you can't for whatever reason, then hit.
  • If the strategy says to 'not split,' then treat the hand has a hard total of 8, 10, or 20, according to the pair in question.

A reader named Jeff provided another table of my simple strategy, with exceptions in small print. Details about the Wizard's Simple Strategy can be found in my Blackjack appendix 21.

Basic Strategy

For the appropriate basic strategy for just about any set of rules, please visit my basic strategy calculator. I still have my traditional charts too:

House Edge


Play my custom-made blackjack game. A special feature is that it tells you when you make a mistake in basic strategy. Choose from various numbers of decks and rule variations.

See my Blackjack House Edge Calculator to determine the house edge under 6,912 possible rule combinations.

Rule Surveys

Las Vegas: I'm proud to feature up date blackjack rules for every casino in Las Vegas. The list is updated monthly, based on Stanford Wong's Current Blackjack Newsletter. Effective November 2009 the survey has been moved to my companion site, WizardOfVegas.com.

Rule Variations

Following is a list of some common rule variations and the effect on the player's expected return compared to standard U.S. rules (8 decks, dealer stands on soft 17, double after split allowed).

Rule Variations

RuleEffect
Single deck0.48%
Early surrender against ten0.24%
Player may double on any number of cards0.23%
Double deck0.19%
Player may draw to split aces0.19%
Six-card Charlie0.16%
Player may resplit aces0.08%
Late surrender0.08%
Four decks0.06%
Five decks0.03%
Six decks0.02%
Split to only 3 hands-0.01%
Player may double on 9-11 only-0.09%
Split to only 2 hands-0.10%
European no hole card-0.11%
Player may not double after splitting-0.14%
Player may double on 10,11 only-0.18%
Dealer hits on soft 17-0.22%
Blackjack pays 7-5-0.45%
Blackjack pays 6-5-1.39%
Blackjacks pay 1 to 1-2.27%
I also have a longer list of rule variations.

Beware Short Pays on a Blackjack

More and more tables are showing up that pay less than the full 3 to 2 on a blackjack. Most of these tables pay 6 to 5, but some even money and 7 to 5 tables are known to exist. I would estimate that 10% of '21' tables in Las Vegas now pay less than 3 to 2. In my opinion, only games that pay 3 to 2 deserve to be called 'blackjack,' the rest fall under '21' games, including Super Fun 21 and Spanish 21. Regardless of the other rules, you should demand nothing less than 3 to 2 blackjack. You should always check the felt to be sure, and if the felt doesn't say, look for a sign. If nothing says the win on a blackjack, then ask.

Articles about 6-5 Blackjack:
  • Taking a hit: New blackjack odds further tilt advantage toward the house, Las Vegas Sun, Nov. 13, 2003.
  • Tighter blackjack rules would hurt players' bankroll, Pittsburgh Tribune-Review, Feb. 4, 2011.

Bad Strategies

Three popular bad strategies encountered at the blackjack table are: never bust, mimic the dealer, and always assume the dealer has a ten in the hole. All three are very bad strategies. Following are my specific comments on each of them, including the house edge under Atlantic City rules (dealer stands on soft 17, split up to 4 hands, double after split, double any two cards) of 0.43%.

Never bust: For my analysis of this strategy I assumed the player would never hit a hard 12 or more. All other decisions were according to correct basic strategy. This 'never bust' strategy results in a house edge of 3.91%.

Mimic the dealer: For my analysis of this strategy I assumed the player would always hit 16 or less and stand on17 or more, including a soft 17. The player never doubled or split, since the dealer is not allowed to do so. This 'mimic the dealer' strategy results in a house edge of 5.48%.

Assume a ten in the hole: For this strategy I first figured out the optimal basic strategy under this assumption. If the dealer had an ace up, then I reverted to proper basic strategy, because the dealer would have peeked for blackjack, making a 10 impossible. This 'assume a ten' strategy results in a house edge of 10.03%.

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Written by: Michael Shackleford

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