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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