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🃏 Crazy Eights

🂡 Cards · 35 plays

Crazy Eights

Shed your hand by matching suit or rank -- eights are wild.

About Crazy Eights

The family favourite of the shedding-card games. Match the top card of the pile by suit or number, and when you are stuck, play an eight to change the suit to anything you like. First to empty their hand wins the round; the cards left in everyone else hand become your points. Simple, fast, and quietly cutthroat.

Category
🂡 Cards
Last updated
Oct 17, 2026
Platforms
Browser (desktop, mobile, tablet)
Controls
Tap or click
Developer
AdrawTech

How to Play

Play a card matching the pile's suit or rank. An 8 is wild -- play it any time and name the new suit. Can't play? Draw from the stock. Empty your hand first to win the round; play to 100 points.

💡 Tips & Strategy

Hoard your eights for emergencies, not convenience -- a wild card is most valuable when you'd otherwise be forced to draw.

When you play an 8, switch to the suit you hold the most of, so your next turn is covered too.

Shed high cards early. If someone else goes out, the 10s, faces and eights left in your hand cost you the most.

Notice which suit opponents keep changing away from -- it's usually the one they can't play.

How a round plays out at this table

You sit South against three computer players: West, North and East. Play runs You, West, North, East, then back to you. Everyone gets five cards from a standard 52-card deck, one card starts the pile, and the rest becomes the stock. A starter 8 goes back into the deck and a new card is turned.

On your turn, play one card that matches the suit shown beside the pile or the rank of the top card. An 8 can go down on anything, and when you play one a row of four suit buttons appears so you can name the new suit. Legal cards glow green. There are no other special cards: no skips, reverses or draw-twos.

Worked example: the pile shows 9 of clubs and you hold 9 of hearts, 4 of clubs, 8 of spades and King of hearts. The 4 of clubs plays on suit, the 9 of hearts plays on rank, and the 8 plays on anything. The King cannot go. Playing the 9 of hearts is the strong move: it changes the suit to hearts for free, sets up your King next turn, and keeps your 8 in reserve.

The draw rule: three tries, then you pass

You can only tap the stock when nothing in your hand is playable. Tap it with a legal card and the game just reminds you that you have one, so there is no drawing on purpose to fish for an 8. Each tap draws one card. You get up to three draws; if none of them gives you a play, your next tap passes the turn to West. The computer players follow the same three-card limit.

This cap matters. Many house rules make you draw until you can play; here a bad turn costs at most three cards. When the stock runs dry, every card under the top of the pile is shuffled into a fresh stock, so the game keeps moving.

Scoring, with real numbers

Only the player who empties their hand scores. They collect the value of every card left in all three other hands: each 8 is worth 50, each 10, Jack, Queen and King is worth 10, an Ace is 1, and 2 to 9 count their face value. The first time anyone reaches 100 or more, the game ends and the highest total wins. Your score, round and win-loss record are saved on your device.

One round can nearly finish things. Say you go out while West holds King, 8 and 3 (63 points), North holds 7 and 2 (9) and East holds a Queen (10). That is 82 points in one go. Flip it around and you see the danger: a single 8 stuck in your hand hands the winner 50, half of what they need.

Mistakes that cost new players the game

Most lost rounds trace back to one of these.

  • Playing an 8 on your first turn because it is easy. If a plain card matches, play that instead; the 8 is your only answer when you are truly stuck.
  • Forgetting rank matches. A 6 on a 6 changes the suit just like an 8 does, without spending your wild.
  • Ignoring the hand counts. The small numbers beside West, North and East are your warning lights. A player on one card can go out on their next turn.
  • Naming a suit you hold only one card of. You might shed that card next turn, but you leave yourself no follow-up.
  • Sitting on an 8 while an opponent is down to one card. If they go out, that 8 costs you 50.

Reading your three opponents

The computer players are predictable once you know their habits. When they have a choice, they dump their highest-scoring playable card first, so expect tens and picture cards early. They only play an 8 when nothing else fits, and when they do they name the suit they hold the most of. So if West plays an 8 and calls diamonds, diamonds is West’s long suit.

So when you name a suit, avoid the one an opponent just called. And remember that an 8 is always playable: a computer player that drops to one card and has not played an 8 all game may be holding one, and it will go out the moment its turn comes.

Advanced play: counting eights and timing the finish

There are only four 8s in the deck. Count them as they hit the pile. With three gone, you know any player holding the last one has an escape from every suit; with all four gone, a player who is short in the called suit has to draw, and you can call suits to starve them.

The odds back this up. A five-card hand holds at least one 8 only about a third of the time (roughly 34%), so most rounds you start without a wild and need rank matches to steer. Any one opponent holds at least one card of a given suit at the deal about 78% of the time, so calling a suit to lock someone out works far better late, on two- or three-card hands.

Because West plays right after you, the suit you leave on the pile hits West first. When West is on one or two cards, choose your play to leave a suit or rank they are least likely to match, even if it means keeping a higher card a turn longer. Save going out with an 8 for the finish: playing your last card as an 8 ends the round immediately, and the suit you name no longer matters.

How it compares with Switch and Mau-Mau

Crazy Eights belongs to a big family of shedding games where you match suit or rank and race to empty your hand. British players often know a version as Switch and German players as Mau-Mau, versions that commonly give other cards powers, such as a 2 making the next player pick up. Commercial card games take the same match-the-colour-or-number idea onto custom decks with Skip, Reverse and Draw Two cards. Funzigo’s Crazy Eights is the clean version: one wild rank, no attack cards, a three-card draw limit and a race to 100 points, so points come from timing, not attack cards.

Crazy Eights FAQ

Can you play an 8 on top of another 8 in Crazy Eights?

Yes. An 8 is playable on anything, including another 8, and you name a fresh suit each time. It is a handy way to undo a suit an opponent just called.

How many points is an 8 worth in Crazy Eights?

Fifty points when it is caught in a losing hand. Tens and picture cards are 10, Aces 1, and other cards their face value. The round winner collects the total from all three opponents.

What happens if the first card turned up is an 8?

It goes back into the deck and another card is turned, so the round always starts on a normal suit and rank.

What happens when the draw pile runs out?

The discard pile, except its top card, is shuffled to make a new stock. If there is truly nothing left to draw, the player simply passes.

Is Crazy Eights the same as the colour-matching games sold with special decks?

They share the core idea of matching suit or number and emptying your hand first, but those games use their own decks with action cards. Crazy Eights uses a normal 52-card deck, and here the only special card is the wild 8.

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