Game Rules
Shithead / Karma / PalaceA game without mercy

Whoever is still holding cards at the end loses. Three layers, one chance – in the end you play blind.

Players2 – 8
Time10 – 20 min
Deck52 cards
LevelEasy
I · The Idea

What's at
stake

I

Every player starts with three layers – hand cards, face-up cards, face-down cards. All of them have to go. In that order.

What sets Shithead apart from other shedding games: you play the last layer blind. You don't know what's coming. No plan will save you then.

II · Setup

Before the
game begins

II
1
Shuffle the cards
52-card deck. With 5+ players, a second deck is recommended.
2
Face-down cards
3 cards per player – unseen, placed side by side in front of each player.
3
Face-up cards
One face-up card goes on top of each face-down card – visible, playable later.
4
Hand cards
Everyone receives 5 hand cards. The rest forms the draw pile.
Before you start

Face-up cards may be swapped with hand cards. Put your strongest cards face up – you'll be glad you did at the end.

III · Card Values
What each
card does
III
3–A
Normal
3 – Ace
Played in ascending order. Equal to or higher than the top card of the pile.
2
Reset
2
Almost always playable. Resets the discard pile – any card can follow.
10
Burn
10
Clears the entire discard pile out of the game. Whoever plays it starts fresh.
×4
Combo
Four of a kind
Four cards of the same value played directly on top of each other – pile gone, the active player starts fresh.
IV · Gameplay

Round by
round

IV
1
First player
Lowest hand card starts. Alternatively, the youngest player.
2
Play a card
One or more cards of the same value – equal to or higher than the top card.
3
Draw up
After each turn, refill to 5 hand cards as long as the draw pile lasts.
4
No move possible
You pick up the entire discard pile. No way around it.
5
Face-up phase
Hand empty, draw pile used up – now the face-up cards come into play.
6
Face-down phase
Draw blind. You don't know what's coming. If the card doesn't fit – pick up the pile. No turning back.
V · Variants
House Rules
V

Not every group plays by the same rules. These variants make the game even less predictable.

7
7 flips the rule
The next card must be strictly lower than the 7 – so 2 to 6. The 7 itself doesn't count twice.
8
8 skips
The next player misses a turn.
J
Wild joker
Playable as any card or as an extra reset.
∅
Blind stays blind
Face-down cards are always played one at a time – even with equal values.
VI · Tips & Tricks

What really
matters

VI
Strategy Tips
+

Keep a 2 in reserve while the draw pile is still in play. It's the only card guaranteed to fit under any 7 – no matter what your opponent plays.

+

Expect someone to play a 7 every round. After that, only 2 to 6 counts – anyone without a low card picks up the pile.

+

Save 3s, 10s and high cards like Jack, Queen, King and Ace for the endgame. Once the draw pile is empty, all that matters is shedding your hand – not reacting tactically.

+

The 3 is never dead: it fits on any card except a 7, because it's low enough itself. Ideal as insurance late in the hand.

Common Mistakes
–

Not being prepared for a 7. If you don't hold back a low card during the pile phase, you'll regularly pick up the whole discard pile.

–

Forgetting that you may play multiple cards of the same value in one turn. Miss that and you give away tempo, staying in the game far too long.

–

Forgetting to swap your face-up cards before your hand is empty. After that, swapping is no longer possible – weak face-up cards stay put.

–

Playing strong cards too early instead of saving them for the endgame, when shedding is all that counts.

Berlin Hold'em · Matching Decks
Get the right deck

Shithead is best played with cards you love holding. Our decks are made for exactly that.

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