Screw Your Neighbour

Screw Your Neighbour

= Screw Your Neighbour =

An extreme variation of Crazy Eights for 3 or more players, which becomes everyone as a team playing against everyone as individuals. This happens due to switching hands during play and (sometimes) knowing what your opponent is holding. Table talk about the cards is discouraged of course. The object is to get rid of all your cards to a discard pile.

Use 2 - 52 card decks plus 4 Jokers. Each player is dealt 8 cards and the rest of the cards are placed face down in the centre of the table. This becomes the draw pile. The top card is turned over to start a discard pile and determine opening suit. The dealer has the option of taking this card and adding it to their hand, then discard any card they chose. Whether the card is left or a new card is played by the dealer, all special cards apply to this card. If an 8 is turned and left by the dealer, that card's suit will determine suit. If the next card played is a “Switch” (to be explained later), that player will take the next 8 cards and their hand goes to the bottom of the draw pile. If a Joker is turned, the dealer must pick it up, adding to their own hand and may discard any of their own cards to determine rank and suit.

Players discard their cards by matching rank or suit with the top card of the discard pile. If a player is unable to match the rank or suit of the top card of the discard pile and they don't have an 8, they draw a card from the stock pile. If that card is playable, they can discard it. If it is not, play goes to the next person.

If the stock pile runs out of cards, all active cards in the discard pile are removed and the remaining cards in the discard pile are reshuffled and serve as the new stock pile. The first player to get rid of all their cards is the winner.

Special Actions

Match - A “Match” is 2 cards with the same rank and suit or Joker(s) (functions explained under “Special Cards”) and any other card in your hand at the same time. They can then be played at the same time as one play. The functions of the special cards are then doubled. If a player has only a “Match” left in their hand, they are not required to announce “Last Card” and they may go out on their next turn if it is playable.

Switch - This is a card being played with the same rank and suit as the one on the top of the discard pile. That player must then switch their entire hand with the person who played the first card (Playing a Joker by itself also has this function.) or trading any card in their hand for the Safe Card of that player. (This cannot be done with a Joker.)

Safe Card - After the deal and before the top card is flipped, each player selects 1 card from their hand and lays it face down in front of them. You can look at and discard this card at any time but you cannot switch it with another card in your hand. After it is played or lost, you do not select another Safe Card. This card is safe from Black Aces, remaining in front of you after hands have been rotated. This card is NOT safe from a Switch. After playing one of these, that player has the option of trading hands excluding the Safe Cards or trading the opponents Safe Card with any card they choose in their own hand before seeig the Safe Card. If this player does look at the Safe Card before selecting a card to give, the opponent then gets to blindly select one card from their hand including the newly acquired card. If this card becomes the "Last Card" it is then held in your hand and is no longer protected from Black Aces.

Special Cards

2 - Next player picks up 2 and misses a turn. Playing more than one 2 in a row will require a draw equal to the sum of the cards (ie. three 2s = six cards). Discarding a “Match” (one 2 and a Joker) will cause the next player to pick up 4 additional cards and miss 1 turn. A natural pair (2 - 2's of the same suit, no Jokers) gives the player the option of telling the next player to pick up all of the required cards and miss a turn OR the next 2 players to draw half of the cards each and both miss a turn. In the event of an odd number of cards to be picked up, the first player must take the extra card. Both players that are required to draw cards can play a Joker as a shield. **Note, Queen of spades can be combined with the 2 of Spades in a variation.

4 - Next player misses a turn. **Discarding a “Match” causes the next 2 players to miss one turn. When 4's are discarded on other 4's, the number of active 4's represents the number of players that miss a turn. (ie. if one 4 is discarded on two 4's then the next 3 players miss a turn.)

Pair of 7's "The Bomb" - If a player lays a natural pair of 7's (2 - 7's of the same suit and no joker), all other players must pick up 3 cards each in order of play and following the current direction of gameplay. Jokers cannot block this and no turns are missed.

8 - Can be played irrespective of the top card on the pile, and the player has the option of changing suit. Discarding a “Match” has no special function.

Jack - Reverse direction of play. Playing a “Match” will result in play continuing in its current direction.

Queen of Spades - Next player picks up 5 and misses a turn. Discarding a “Match” (one Queen of Spades and a Joker) will result in the next player picking up 10 cards and missing 1 turn. A natural pair (2 - Queens of the same suit, no Jokers) gives the player the option of telling the next player to pick up all of the required cards and miss a turn OR the next 2 players to draw half of the cards each and both miss a turn. In the event of an odd number of cards to be picked up, the first player must take the extra card. Both players that are required to draw cards can play a Joker as a shield. **Note, Queen of Spades can be combined with the 2 of Spades in a variation.

Black Aces - All players will pass their entire hand (excluding Safe Cards) in the direction of play to the next person. If a “Match” is played, hands will be passed 2 people away. The skipped players do not have an option of looking at the hands. Discarding a “Switch” will result in all hands being passed as well as trading hands with the person who played the first card. The person who played the second Ace decides in which order this is done.

Red Aces - When dealing, the dealer selects a portion of the deck and deals from that. If after deal is complete and that dealer has +/- 2 or less cards left over, then the Red Aces are active for that hand and for the dealer only. When the dealer uses a Red Ace (when it is playable) they have the option of switching their hand with any other player in the game. Discarding a “Match” gives the dealer the option of doing this twice in one turn.

Joker - Wild card. Can be discarded alone at any time, becoming a “Switch” for the card that it was played on as well as taking on the special function of that card if any. It can also be discarded as a “Match” with any other playable card in your hand. - The Joker may also be used as a Shield. After an opponent plays a 2 or the Queen of Spades, instead of drawing the required cards, a player has the option of discarding a Joker, causing the previous player to draw the required cards. That Joker is then considered a shield only and is not used in increasing the draw amounts. Play continues to the next player as if the Joker were not there.

Additional Rules

Passing - A player may choose not to use a playable card at any time and can draw from the stock. They can then discard the card they drew, a playable card that they already have in their hand or announce that they cannot play.

Last Card - When a player has only 1 card remaining in their hand after a discard or if they acquire a single card from an opponent after switching hands, they must say “Last card”. If any other player points out that they did not announce “Last card”, the player with 1 card then draws 2 more cards.


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