I used to play Creights, a fast-paced form of Crazy Eights. It is a lot like Uno. I have no idea which came first, but Creights has been part of the folklore at bridge tournmaments for at least 20 years. The strategy is pretty simple (as in all games of that type,) but it's fun to watch the patterns develop. Creights plays like Crazy Eights. When it is your turn, you may either follow rank, follow suit, or play a wild card. If you cannot play, you draw one card and the turn passes (unlike Uno.) One must play if one can. Play continues until someon is out of cards (usually.) All the spot cards have special effects, to wit: Card Effect on Play Score ---- ------ -- ---- ----- A Continues Count 1 2 Starts count 20 3 None/cancel 3*/-50 4 Skip 20 5 All Draw 25 6 Play Again 30 7 Opposite Draw 25 8 Wild 50* 9 Wild/Maintain Color 40 10 Reverse 30 J,Q,K None 10 The winner of a game is the player who scores the fewest points. Winner of one game deals the one hand for the next game. 2's begin the count. While the count is active, a player may play only 2's and aces, regardless of suit. No wild cards. If someone cannot follow to the count, it ends and the person takes 2 cards for every 2 and one for every ace. The count supercedes all other rules. For example, the going-out rule is not active until the count is over. A player with zero cards cannot follow to the count and thus must draw, so the hand will not end in that case. 3's cancel the score of one other card other than 8's. 8's cannot be cancelled. 3's must be used to cancel if possible (even aces.) The pair of cards (the 3 plus the cancelled card) score 3 together. Uncancelled 3's score -50 each. A score of -200 on a hand leads to being thrown off a balcony. 4's skip one player. 5's cause everyone else to draw a card, in the order that they are to play (mildly important.) 6's require you to play again, even if you have zero cards. If your last card is a six, you are "looking silly." 7's cause the person two players to your left to draw a card. (RHO in the 3-player game, opposite in 4.) In the six player game, the person 2 to the right also draws for sevens. I suggest with six that you play with a double deck and remove one set of fives. 8's are wild; the suit of the 8 is irrelevant for all purposes. 9's are wild, but the suit called must be of the same color as the last card played. If that last card was a wild card, the suit called is the previous color. 10's reverse direction of play until another 10 is played or the next hand starts. One game is nine hands (innings) with five cards dealt to each player on the first hand, four on the second, down to one then back up to five. The first card after the deal is turned up and considered as if to have been played by the dealer. If it is a ten, RHO begins play. If it is an 8, dealer calls any suit. If it is a nine, dealer calls a suit of the same color of the nine. This is the only case in which the suit of a wild card matters. As a player plays his second to last card, he must call "One Card." If he does not, then any player may ask "How many cards?" before that player's next turn. If so, then the caught player's next turn is forfeited; he draws two cards instead, unless the count is active, in which case the penalty is delayed. Any player who must draw from an empty deck gets a "shuffle pressure." One shuffle pressure at the end of the game costs a player 10 points, 2 20, 3 40, 4 80, etc. A hand is limited in length to n shuffle pressures, where n is the number of players in the game. No player may take more than one second to play a card. In a good game, the "century rule" will be applied to slow play, forcing the offending player to draw a card (after his play.) Under no circumstances may a player intentionally obtain a penalty (due to unguarded 3s, etc.) All penalties are waived in a player's first game, but are in force during their second and succeeding games. For beginners, a cadence is often called while playing cards: When the count begins, the player says, "Two, two, two, two, two..." until the next card is played. If the count is increased, the cadence continues "three, three, three, ..." etc. When a 3 is played "three strip" is announced. (A "three strip" really ocurrs when the next person is forced to play a three on the first three, a not uncommon ocurrance.) Fours are announced "Skip." Fives and sevens "draw." A six followed by a draw is "Looking foolish" or "looking silly." Tens "reversing." Often this cadence is called just for the fun of it. A game with final score of zero or less is a "no-hitter." A game with no positive scores applied is a "perfect game." (I've never seen a perfect game, but lots of no-hitters.) Shuffle pressures can break up no-hitters or perfect games. Creights has appeared in Hoyle (!) recently. I don't know if their rules are the same as those I've played; there seem to be gobs of regional variations. There are rules to cover every possible occurrance; I don't know if I've covered them all. In particular, no one may intentionally take a card to advantage. That is considered cheating. --Jeff