Learn how to play Crazy Eights: five-card deal, match suit or rank, wild Eights, same-rank dumps, draw one, and Bicycle scoring (Eight 50) for one lowest-score hand.
How to Play Crazy Eights
Crazy Eights is a shedding game: play cards onto a shared discard until your hand is gone. A legal play matches the top card's suit or rank. An Eight lets you name the suit that comes next. If you would rather not play the card you hold, you can draw.
You always take the first turn. Pick 2, 3, or 4 players and a difficulty, then play Crazy Eights online against the AI while the rules settle in. Matching, Eights, and scoring stay the same at every difficulty.
What Crazy Eights is
One standard deck, no jokers, and a discard pile everyone shares. The player who runs out of cards wins the hand. If you already know Uno, the match-and-shed rhythm will feel familiar, but the deck, the wild rank, and the scoring are a different game. Crazy Eights vs Uno walks through those differences before a Skip or a Draw Two gets assumed into the pack.
Thirteen is the other shedding game on Solitaire Arcade. A Thirteen hand starts with 13 cards and is won by building combinations you can actually finish. Thirteen strategy is about shaping that exit. Crazy Eights starts at five cards and keeps asking a smaller question: what does the pile want next?
How you win
Empty your hand and you score 0, while every other player is charged for whatever they still hold. The lowest score wins, and the game does not roll on toward a points target: when the hand ends, the result is final.
The deal
Each player receives five cards from a 52-card deck. The remainder becomes the stock, and one card is turned up to start the discard. If that card is an Eight, it is buried in the stock and another card is turned, so the opening discard is never an Eight. You lead, and play continues clockwise. With two players the other seat sits across from you, and with three or four only the active seats are shown.
Matching the discard
On your turn, play a card that matches the top discard by suit or by rank. A 7 of hearts can follow a 7 of any suit, or any heart. A king of spades can follow any king or any spade. After an Eight has named a suit, that instruction replaces ordinary matching, so the next player needs the named suit or another Eight.
Eights
Any Eight is legal, including on top of another Eight. If cards remain in your hand after you play it, you name the next suit: hearts, diamonds, clubs, or spades, and the next player follows that suit or plays an Eight and names again. If the Eight is your last card, the hand ends at once: there is no suit to name, and nobody gets a turn to answer it.
Playing several cards at once
On Solitaire Arcade you may play two or more cards of the same rank in a single turn, as long as the first one would have been legal by itself. Bicycle's published Crazy Eights plays one card per turn. Here, the last card in the group is the one the next player has to answer. Three 6s are legal when the first 6 matches, and the suit of the last 6 is what follows.
The same rule covers Eights. If you play more than one and still have cards left, you name a suit for the last Eight. If that last Eight empties your hand, the hand is over and there is no nomination.
Queens, aces, and twos follow the same match. They do not skip a player, reverse the order, or force a draw. Those effects show up in some home games and in Uno. On Solitaire Arcade they are ordinary ranks. The rank-by-rank map is in Crazy Eights Special Cards Explained.
Drawing, and when the stock runs out
Drawing is allowed on your turn even if you already hold a legal card, whether you want a different suit or you are saving an Eight. Bicycle's published rules tell you to draw until you can play. Here, each Draw takes one card into your hand, where it stays until you play something, and you can play a legal card, add to a same-rank group, or draw again.
Opponents do not draw the way you do. The AI keeps drawing until a playable card appears, then plays that card. A long run of cards from another seat is that opponent working through the stock, not a penalty for you to copy.
When the stock becomes empty, every card under the top discard is shuffled into a new stock right away. The top card stays, so the suit and rank in force do not change. You do not wait for the next draw to rebuild the stock. If only that top card is left, nothing can be recycled, and a player who needs a card passes. There is no Pass button; the pass happens on its own. When every active player passes in a row, the hand is blocked.
A blocked hand
The hand ends even though nobody emptied their cards. Each player is scored on what they still hold, and the lowest total wins. If players share that lowest total, the winner is the one who comes first going clockwise from the player who started the hand. You start every hand, so a tie that includes you goes to you.
What the cards are worth
The player who goes out scores 0. Everyone else adds up what they have left, using the familiar Bicycle values:
Each Eight is 50.
Each king, queen, jack, and ten is 10.
Each ace is 1.
Every other card counts as its face value, so a 7 is 7 and a 2 is 2.
An Eight left in someone else's hand is the expensive card. Going out on an Eight is still a 0 for you, because the card has left your hand. Suppose you go out and an opponent holds the 8 of hearts, the king of spades, and the 4 of diamonds. That is 50 + 10 + 4 = 64. Your score is 0, so you win.
One hand, from deal to result
You are dealt five cards, and the upcard is the 9 of clubs, so clubs and nines are live. You play the 9 of hearts, and the next player can follow hearts or nines.
They play the 8 of spades and name diamonds. You have no diamond, so you draw the 4 of diamonds. That card is legal, and you also hold the 4 of hearts. Play the diamond 4 first, then the heart 4. The heart is last, so the next player follows hearts or fours.
Play continues until someone has no cards left. Their score stays 0, the others add up what they hold, and the lowest total wins the game. If the stock runs out and every player passes instead, the same card values decide it. Nobody has to go out for the hand to count.
Playing on Solitaire Arcade
Tap a card to play it when it is a legal single. If you hold more than one card of that rank, the first tap selects it. Tap the selected card again to play just that one, or tap the other cards of the same rank to add them. Selecting every card of that rank plays the group.
Draw stays available for the whole of your turn. After an Eight that does not end the hand, choose a suit from the picker before play moves on. Hint suggests a legal play when you have one, and Draw only when you have none. It will not tell you to draw past a card you could play. The end screen lists each player's score for that hand.
Choices that matter early
Look at the card you would have left, not only the card you can play. Matching the suit can keep the rest of that suit useful. Matching the rank can set up a later dump, or it can spend the pair now and clear two cards while the pile allows it.
An Eight is a way back into the hand. Naming a suit you still hold is the usual idea, especially if the next player has been short of it. Holding every Eight for a last-card finish can also leave you with no answer when the pile turns. Draw when the legal card in your hand is the one you wanted to keep. The card you take may be worse, and the other players are still shedding while you do it. Crazy Eights Strategy: How to Win More Games goes into when to dump, when to draw, and how to name a suit.
Mistakes that give the hand away
Queens, aces, and twos only match suit or rank. Treating one as a skip, a reverse, or a forced draw spends a card that might have made a same-rank dump later. A drawn card stays in your hand, and the turn stays open, until you play. After you name a suit, the next player needs that suit or an Eight. Another rank does not answer the Eight you just played.
Two endings are easy to misread. An Eight that empties your hand is already the end, with no suit to name. A blocked hand is still scored: the cards left decide it, and the lowest total wins.
Questions that come up
What if I have no legal card?
Draw. When the stock empties it is rebuilt from under the discard immediately. Keep taking one card at a time on that turn until you play, or until recycle is impossible and you pass.
Do I have to call last card?
No. There is no call and no penalty. Playing your last card, including an Eight, ends the hand.
Can I draw when I already have a play?
Yes. Each draw is one card, and you decide whether to play.
What if the first discard is an Eight?
It is buried in the stock and a new card is turned. The discard you play on is not an Eight.
Who wins if nobody can move?
The player with the lowest value of cards left. A tie goes to the earliest player clockwise from the starter. You are the starter.
Does the game go to 100 points?
No. One hand, then the result. Lowest score wins. Many published Crazy Eights matches continue until someone reaches 100. This game stops after the hand.
Play Crazy Eights
Once matching, Eights, and the draw feel ordinary, the interesting part is which legal card you spend. Choose your seats and difficulty, then play Crazy Eights on Solitaire Arcade. You can also learn How to Play Thirteen, the other shedding game here, or move to a trick-taking table with How to Play Hearts and How to Play Spades.