Rules for "Krazy8"
Not just for kids anymore, this game is great for all ages, from the time the child knows what a card is and can tell a 'jack' from a 'joker'. And you will swear that the 'joker' always finds its way to you much too often (there are only four). Myra and I are sure you and your children will love this version (great "family time"). It is equally fun with just adults, as play is simple enough that everyone can catch up on current affairs, or relive old times, without interruption. There are many simple, but interesting rules, so it may take a bit of time to learn. But stick with it, we think you will enjoy it. Here are the rules:
Players and Cards
Three to six players can play with 2 decks of cards. Up to eight players can play with 3 decks of cards, but play gets rather boring because of the length of time between plays. The values of the individual cards are:
Joker . . . . . . . . . . . . . . . . . . 75 points each
Eight(8) . . . . . . . . . . . . . . . . 50 points each
Two(2) . . . . . . . . . . . . . . . . 30 points each
Ace(A) & Three(3) . . . . . . . 20 points each
10, J, Q, K . . . . . . . . . . . . . . 10 points each
Other cards . . . . . . . . . . . . . No value
Deal
The Dealer deals the cards one at a time to all players, clockwise, beginning with the player to their left. The game is played with the first hand of eight cards each. For each subsequent hand, the initial number of cards dealt per hand is decreased one card until down to one card, then each hand increases back up to eight for the last hand. The lowest score at the end of the 15th hand wins the game.
The remaining cards are placed together, face down, in one pile (the Draw Pile) at the center of the table. The top card from the Draw Pile is then placed, face up, to begin a "Discard Pile". This first card is ONLY used to determine the initial card and suit for play. If the card is a Two or Four, the first player need not pick up additional cards. If the card is a Joker, pick another card from the Draw Pile to place over the Joker and the play can commence.
Play
Play begins with the Player to the Dealer's left and each turn consists of either discarding one or more cards, according to the following rules of each card, or drawing the number of cards required by the previous discard. If you can't discard, you must pick one card.
Play will continue until someone runs out of cards.
If the Draw Pile runs out of cards, play is interrupted while someone removes the Discard Pile, takes the top card from the Discard Pile to begin a new Discard Pile, then mixes the original Discard Pile cards and places them face down as the new Draw Pile. The play then resumes where it left off.
When any player plays a discard that leaves them with only one or more cards that could be played at one time, they must announce "Last Card!" or "Possible Last Card!". Failure to do so will result in that player playing their last set of cards (if possible) in their next turn and then picking a new card from the Draw Pile, hence failing to "go out". Remember to announce "Last Card" when this single card is drawn!
Rules Associated With Each Card
The following cards have special rules associated with their play:
"Joker" is wild and may be played at any time to change the suit for subsequent discards and requires the next person to play another Joker or pick up 5 cards. However, the Joker cannot be played on a Four (which requires a Five of the same suit). The Joker is worth 75 points at the end of the hand.
"Eight" is wild and may be played at any time to change the suit for subsequent discards. However, they cannot be played on a Four (which requires a Five of the same suit) or a Joker (which requires another Joker or picking up 5 cards). It is worth 50 points at the end of the hand.
"Two" requires the next player to play another Two, an Eight, or a Joker, or pick up 2 cards. It is worth 30 points at the end of the hand.
"Ace" requires that it be followed by another Ace, another card of the same suit, an Eight, or a Joker, or pick up 1 card. It is worth 20 points at the end of the hand.
"Three" requires that it be followed by another Three, another card of the same suit, an Eight, or a Joker, or pick up 1 card. It is worth 20 points at the end of the hand.
"King" reverses the direction of play - from clockwise to counterclockwise or back again. It is worth 10 points at the end of the hand.
"Four" requires the next player to play the Five of the same suit, or pick up 2 cards. If that player plays the Five, the original player must play the Six of the same suit or pick up 4 cards. If the original player plays the Six, the other player must play the Seven of that suit or pick up 6 cards. The Four has no value.
Going Out and Scoring
You can only "go out" IF you announced "Last Card!" or "Possible Last Card!", if you had more than one card remaining in your hand.
If the Last Card was an Ace or Three that required an additional card, then you may discard the Ace or Three, but must pick another card from the Draw Pile and cannot go out.
If the last card was a Four, Two, or Joker, then, since play has ended, the next intended player need NOT pick up the usual penalty cards. Nor can the next player play the Five on the Four.
Score the remaining cards in each hand for each player per the card values given above.
The Game ends when after the 15th hand (after the hand with eight cards dealt) and the lowest score wins the Game.
Game Strategy
"Save Fours & Fives"
as they don't count against you at the end and can be used quite effectively against someone on "Last Card". If you have a Four, try to hold the Six until the last minute to protect against a backlash from the Four.
"Watch the Suits Played"
and who wants what Suits. They are hints as to the possibility that the person calling "Last Card" can actually go out. Change the suit, if you have the opportunity.
"Kings Reverse"
and can be used effectively if the player before you calls "Last Card". If you suspect that player doesn't have a particular suit (by watching the suits played) OR if you don't have many points in your hand but other players in the group are sitting on fists full, drop the King to reverse the direction!
"Play the Joker"
later in the hand, when players are lower on cards. Playing the Joker too early makes it much easier for the other player to get rid of the extra points AND deprives you of being able to use your Joker if someone plays a Joker to you. On the other hand, obviously don't wait until someone calls "Last Card" either, as you may not get the opportunity to play it at all!
"Count the Cards"
in the other players' hands to know how close people are to "Last Card". It's difficult to get rid of a bunch of high pointers if everyone in the game is down to a few cards. On the other hand, don't fan your cards too often either. It's unsociable however, to hide the cards from everyone else. And if someone should ask how many cards you have left, be merciful and let them see. It is only a game.
"Aces & Threes"
can be chained together for discard quite effectively, laying down three, four or even five at a time! Look for the opportunity to do so and hold them together in your hand so you remember what order they must be played in.
"Eights Change the Suit"
but also informs others what suit that you desire. Use the Eights judiciously to change the suit from what you know someone else wants. Try to avoid calling a suit when on "Last Card!"
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