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Dodo

Card games · Matching games

Also Crazy Eights - Dodo, Dodo Eights

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Summary — 2–8 players

Dodo is a matching card game in the Crazy Eights family where every card left in your hand counts against you. Twos and fours stack into a growing draw, aces skip, jacks reverse, eights are wild and a black queen swaps your hand with somebody else's. Lowest total when a player goes over two hundred wins.

Scored by
every card left in your hand counts against you; play to 200 and the fewest points wins
Origin
A house variant of Crazy Eights, played with the same standard pack and a longer list of cards that do things.

How it plays

1 of 9

The deal

Two to eight players and one standard pack with the jokers taken out. Five cards each, or seven if only two of you are playing. The rest goes face down as the stock, and its top card is turned over beside it to start the pile everybody plays onto.

Rules

How to play

Players and equipment

Two to eight players and a standard 52-card pack, jokers out. Two packs shuffled together from six players up, or when one pack is running thin. Dodo is Crazy Eights with a longer list of cards that do something, and it is scored the other way round: the cards left in your hand count against you and the fewest points wins.

The deal

Five cards each, or seven when only two play. The rest goes face down as the stock, and its top card is turned face up beside it to start the pile.

Play

On your turn, play a card onto the pile that matches the card showing in either rank or suit. If you cannot, draw from the stock until you can. There is no passing: you draw until a card fits, and that card goes down. When the stock runs out, the pile is shuffled below its top card to make a new one.

You may lay several cards of the same rank in one turn — three nines together, say. The last one you lay is the card showing, so its suit is the suit to follow, and if the rank does something it does it once for each card you laid. An eight is the exception that needs saying: lay more than one and only the suit you name for the last of them stands.

Announce your last card as you go down to one, before the next player plays. Caught silent inside that window and you draw two.

The cards that do something
An eight
Name the suit that must follow
Wild, on anything
A two
Stacks
The next player draws two
A four
Stacks
The next player draws four
An ace
The next player misses a turn
A jack
The direction of play reverses
A black queen
Swap your whole hand with any player you choose

Twos and fours build one chain, in any order and either size: a two, then a four, then a four, then a two leaves whoever cannot add to it drawing twelve. Answer with either rank to pass it on, and lay two of them together to add both. The chain ends the moment somebody cannot or will not answer, and only that player draws. Drawing the chain is that player's turn — they take the cards and play passes on, whatever they have picked up.

The black queen is the queen of spades or the queen of clubs. Playing one is the best thing in the game and being left with one is the worst, so it is worth watching who is holding few cards before you hand yours over. You swap what is left after the queen has gone on the pile, and the player you pick has no say in it. Lay both black queens in one turn and you swap twice, one after the other in the order you laid them, choosing again for the second — so the hand you take with the first can be given straight back away with the second.

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