Looking for the perfect party card game for a big crowd? Juggling different tastes and experience levels can make choosing games for large gatherings a real headache. This curated list solves that problem. We’ve compiled the best card games for 6+ players, covering everything from easy-to-learn classics to hilarious party games and strategic trick-taking challenges. We break down each game by type, explaining why it works so well for parties, game nights, or any large group setting. Say goodbye to awkward silences and bored guests – get ready for pure card-playing bliss!
1. 31 (Thirty-One/Scat)
In 31 (also known as Scat), players aim to build a hand of three cards of the same suit totaling 31 (or as close as possible). This easy-to-learn, fast-paced trick-taking party game as well as casino card game is all about quick thinking and a bit of risk-taking.
Why It’s Great for Large Groups: 31 is simple to teach and plays quickly, making it ideal for large gatherings and parties. More players just add to the chaotic fun and increase the challenge of guessing who has the highest-scoring hand. The constant swapping of cards keeps everyone engaged.
Player Count: 2-7 players (easily adaptable for larger groups with variations)
How to Play:
- Using a standard 52-card deck, deal three cards face down to each player.
- The remaining cards form the stock pile. Flip one card face up to start the discard pile.
- On your turn, either draw a card from the stock pile or take the top card of the discard pile. Then, discard one card face up onto the discard pile.
- Players try to combine cards of the same suit to reach a total value of 31 (or as close to 31 as possible). Aces are worth 11, face cards 10, and number cards their face value.
- If you think you have a strong hand, “knock” on the table. In some variations, knocking signifies the end of the round. In others, players continue until a predetermined number of rounds are played.
- After knocking (or the end of the round), all players reveal their hands. The player with the lowest-value hand loses a life (or two lives if they knocked).
Tips for Large Groups: For 7+ players, use two decks shuffled together. Alternatively, create teams where each player gets only one knock. Increase the starting number of “lives” for longer gameplay.
2. Bullshit (Cheat, I Doubt It, Bluff)
In Bullshit (also known as Cheat, I Doubt It, or Bluff), players race to get rid of their cards by playing them face down and announcing the rank – even if they’re lying! This easy-to-learn, hilarious party game combines deception, quick thinking, and the ability to read your opponents.
Why it’s Great for Large Groups: Bullshit is perfect for parties and large gatherings. The more players, the more chaotic and hilarious the game gets, with outrageous bluffs and accusations flying across the table.
Player Count: 3-10+ players (adaptable for various group sizes, but best with 6 or more for maximum mayhem)
How to Play:
- Using a standard 52-card deck (optional Jokers can be added as wild cards), deal all cards evenly among the players. Slight variations in hand sizes are acceptable and don’t affect gameplay..
- Choose a starting player. This player plays one or more Aces face down, announcing their play (e.g., “One Ace,” “Two Aces”).
- Play continues clockwise. The next player plays cards of the next rank in ascending order (e.g., Twos, then Threes, etc.), announcing their play even if they don’t have the required cards. The sequence loops back to Ace after King.
- If a player suspects someone is lying, they can yell “Bullshit!” before the next player plays.
- If the challenged player was bluffing, they pick up the entire discard pile. If they were telling the truth, the challenger picks up the pile.
- If two or more players call “Bullshit!” at the same time, the player closest to the liar’s left takes the discard pile if the challenged player was bluffing. If the challenged player was not bluffing, the player who was closest to the challenged player’s left takes the discard pile.
- The first player to empty their hand wins. Try to keep your deception hidden until your last card!
Tips for Large Groups: For large groups, consider using two decks shuffled together. To prevent excessive accusations, implement a rule where only the first person to call “Bullshit!” gets to challenge. Be prepared for a noisy and hilarious game.
Explore other best bluffing card games to play with friends.
3. Egyptian Ratscrew (Slap, Snot, Egyptian War)
Egyptian Ratscrew (also called Slap, Snot, or Egyptian War) is a simple, fast-paced, action card game where players take turns quickly flipping cards onto a central pile. The goal? Be the first to slap specific combinations, like pairs or sandwiches.
Why it’s Great for Large Groups: This hilarious, chaotic party game is perfect for large gatherings of all ages. The more players, the more exciting and competitive the slapping gets. It’s easy to learn, making it ideal for mixed-experience groups and families with children.
Player Count: 2+ (ideal for 4-8 players, but the more the merrier!)
How to Play:
- Using a standard 52-card deck, deal out all cards face down, one at a time, to each player. Don’t worry about uneven card distribution; it won’t significantly impact the game.
- Players take turns flipping the top card from their pile onto the central pile. Cards are flipped with a quick, snapping motion to make them land face up.
- Slap the pile when one of these combinations appears:
- Doubles: Two cards of the same rank (e.g., two sevens).
- Sandwiches: Two cards of the same rank separated by one card (e.g., seven, King, seven).
- Top Bottom: The top and bottom cards of the discard pile match.
- Tens: Any card with a rank of 10.
- Face Cards: Jacks, Queens, Kings, Aces, with the following additional rules: When a Jack is played, the next player has one chance to play a face card. When a Queen is played, the next player has two chances, a King has three chances and an Ace has four. If they can’t play a face card by their last try, the previous player who played the face card adds the discard pile to their cards.
- The fastest player to correctly slap the pile takes all the cards and adds them to the bottom of their pile.
- Incorrect slaps result in a penalty: The player who slapped incorrectly gives two cards from their pile to the player who played the card that triggered the incorrect slap.
- The last player with cards wins the game.
Tips for Large Groups: For larger gatherings, use two decks of cards shuffled together. Implement a “no stacking” rule to prevent unfair advantages. Establish clear “slapping boundaries” to minimize collisions. Be prepared for accidental hand-slaps – it’s part of the chaotic fun.
4. Mao
Mao is a unique, social deduction, shedding-type card game similar to Uno, but with a twist: the rules are secret! Players must deduce the rules as they play, facing penalties for infractions.
Why it’s Great for Large Groups: Mao is ideal for parties and large gatherings because it fosters inside jokes and creates a shared, unique gaming experience. Larger groups provide more opportunities for creative (and potentially ridiculous) house rules and hilarious penalties.
Player Count: 4-10+ players (adaptable for various group sizes. The more players, the greater the potential for chaos and hilarity.)
How to Play:
- Using a standard 52-card deck, deal seven cards face down to each player. The remaining cards form the draw pile. Flip one card face up to start the discard pile.
- The player to the dealer’s left starts. Players match the suit or rank of the top card on the discard pile. For example, if the top card is the 7 of Hearts, a player can play any Heart or any 7.
- If a player cannot play a card, they draw a card from the draw pile.
- Secret rules are implemented and enforced throughout the game. These rules are never explicitly stated. Examples of common secret rules include penalties for:
- Speaking: Any unnecessary talking.
- Not saying “Good Day” when a 7 is played.
- Playing out of turn.
- Forgetting to say “One card” when you have one card left.
- Touching the discard pile.
- Not playing on a double (playing a card of the same rank as was just played, unless you don’t have that card in your hand.
- Penalties are typically given by dealing additional cards to the offending player. Players give penalties by saying, “Penalty for…” followed by a vague description of the infraction (e.g., “Penalty for improper card handling”). The penalized player must respond with “Thank you.”
- Players can call a “Point of Order” if they think another player has broken a rule, but is unsure what rule was broken. During a point of order, questions about rules and penalties are answered.
- The first player to empty their hand shouts “Mao!” and wins the round. Failing to shout “Mao!” results in a penalty.
Tips for Large Groups: With bigger groups, you can reduce the starting hand size to five or six cards. Assign a “Rule Master” to manage secret rules and penalties. Be prepared for a chaotic and hilarious experience!
5. Palace (Shed, China Hand)
Palace (also known as Shed or China Hand) is an easy-to-learn, shedding-type card game where players try to be the first to get rid of all their cards. The hidden “palace” of face-down cards adds a strategic, competitive element and an element of surprise.
Why it’s Great for Large Groups: Palace is adaptable for larger gatherings, offering a fun, dynamic experience. With more players, the competition intensifies, and the hidden palace cards create surprising twists.
Player Count: 2-5 players (easily scaled up to accommodate 6+ players using two decks)
How to Play:
- Each player sets up a “palace” of three face-down and three face-up cards.
- Play cards from your hand onto a discard pile, ranking from Ace (high) to 2 (low). 2s are wild, and 10s clear the discard pile.
- If you can’t play, take the discard pile.
- After your hand is empty, play from your face-up palace, then your face-down palace.
- First player to empty their palace wins.
Tips for Large Groups: Use two decks for 6+ players. Consider teams or allow playing multiple cards of the same rank to speed up gameplay.
6. President (Scum, Emperors, Asshole)
In President (also called Scum, Emperors, or Asshole), a hilarious, trick-taking, party game, players race to get rid of all their cards by playing higher combinations than the previous player. The game features a fun social hierarchy where the winner becomes the “President” and the loser the “Scum.”
Why it’s Great for Large Groups: President’s competitive, social dynamic is amplified with more players. The struggle for higher social ranks (and to avoid being the “Scum”) gets more intense and hilarious with a larger crowd, making it a great choice for parties.
Player Count: 4-7 players (easily adapted for 8 or more with modifications)
How to Play:
- Using a standard 52-card deck, deal out all the cards one at a time, face down, to each player. It’s okay if players don’t have the same number of cards.
- The player with the 3 of Clubs (or lowest card in some variations) starts the first round.
- Players take turns playing cards face up. Cards rank from 3 (low) to Ace (high). 2s are typically wild cards. Some variations use Jokers as the highest wild cards.
- You can play single cards, pairs (two cards of the same rank), three-of-a-kind, four-of-a-kind, or straights (consecutive ranks of the same suit). Each combination must be higher than the previous play.
- If you can’t play a higher combination (or choose not to), you pass.
- The first player to get rid of all their cards becomes the “President.” The second player is the “Vice-President,” and the last player is the “Scum.” Other ranks like “Secretary,” “Citizen,” etc. can be added for larger groups.
Tips for Large Groups: For 8+ players, combine two decks. Consider adding more social ranks or using variations like passing cards between ranks at the start of each new round. Be prepared for table-slamming, trash talk, and lots of laughter.
7. Rummy
Rummy is a classic card matching game where players draw and discard cards, aiming to create melds of sets (cards of the same rank) and runs (cards in sequential rank of the same suit). It’s easy to learn but offers a surprising amount of strategic depth.
Why it’s Great for Large Groups: While traditionally played with smaller groups, Rummy is easily adaptable for larger gatherings making it a dynamic and competitive experience. With more players, there’s more strategic card play as everyone races to meld and go out.
Player Count: 2-6 players (can be played with 7+ players using variations or multiple decks)
How to Play:
- Using a standard 52-card deck, deal each player a hand of cards. The number of cards dealt varies depending on the number of players (usually 7-10 cards).
- The remaining cards form the stock pile. Flip one card face up to start the discard pile.
- On your turn, draw a card from either the stock pile or the discard pile.
- Form melds of sets (at least three cards of the same rank, such as three Queens) and runs (sequences of at least three cards of the same suit in consecutive rank order, such as 5-6-7 of Hearts)
- You can “lay off” cards – add cards to your existing melds and the melds of others.
- Card values: Face cards (K, Q, J) are worth 10 points each. Aces can be 1 or 11 points. Number cards are their pip value.
- After drawing and melding (if possible), discard one card face up onto the discard pile.
- The first player to meld all their cards and “go out” wins the round. Points are calculated based on card values left in the hands of players who have not melded their cards.
Tips for Large Groups: For 7+ players, combine two decks. Consider variations like Indian Rummy or Kalooki, which are well-suited to larger groups. Simplifying the scoring or allowing players to go out with low-point hands (without melding all cards) can also speed up gameplay.
8. Gin Rummy
Gin Rummy is a classic two-player card game known for its blend of skill, strategy, and a touch of luck. Players form sets and runs of cards to minimize their deadwood (unmatched cards).
Why it’s Great for Large Groups: While designed for two players, Gin Rummy is easily adaptable for larger gatherings through round-robin or Swiss system tournaments or simply by having multiple simultaneous games. This creates a fun, competitive atmosphere for everyone.
Player Count: 2 players per game (adaptable for larger groups with tournaments or multiple simultaneous games)
How to Play:
- Using a standard 52-card deck (no Jokers), deal each player 10 cards face-down, one card at a time.
- The remaining cards form the stock pile. Flip the top card of the stock face-up to begin the discard pile.
- On your turn, draw a card from either the stock or discard pile.
- Form melds consisting of sets (three or four cards of the same rank) or runs (three or more cards in sequence of the same suit).
- A player can “knock” to end the round if their deadwood total is 10 points or less. Aces are worth 1 point, face cards (Kings, Queens, Jacks) are 10 points, and number cards are worth their face value. Knocking with zero deadwood is called “going Gin,” which earns bonus points.
- When a player knocks, other players can “lay off” cards onto the knocker’s melds to reduce their own deadwood count.
- If the knocking player does not “go Gin”, and the defending player has less or equal deadwood points, then that player “undercuts” and scores an undercut bonus. If the knocking player “goes Gin”, there is no undercut bonus available.
- The player with the lowest deadwood count after laying off wins the round. Players continue play until one player reaches 100 points.
Tips for Large Groups: For a large gathering, organize a round-robin or Swiss-system tournament. Provide score sheets and small prizes. Alternatively, set up multiple Gin Rummy games simultaneously.
9. Spoons
Spoons is a simple, fast-paced, action card game where players race to collect four-of-a-kind and grab a spoon from the center of the table. With one fewer spoon than players, it’s a chaotic scramble!
Why it’s Great for Large Groups: Spoons is hilarious, energetic, and thrives on the energy of a large group. The more players, the more frantic (and funny) the competition for spoons becomes. It’s an easy-to-learn party game suitable for all ages.
Player Count: 3+ players (best with 6-10 players for maximum chaos)
How to Play:
- Using a standard deck of 52 cards, deal four cards face down to each player.
- Place a number of spoons equal to one less than the number of players in the center of the table. For example, with six players, use five spoons.
- The dealer starts by drawing a card from the remaining deck (the stock pile). Without showing their hand, they choose a card to discard face-down to the player on their left.
- Simultaneously, all other players pick up a card from their right. Players quickly decide which card to discard and pass it face-down to their left.
- Continue quickly exchanging cards until one player collects four cards of the same rank (four-of-a-kind). That player immediately grabs a spoon from the center of the table.
- As soon as one player grabs a spoon, everyone else also grabs for a spoon. The player left without a spoon gets a penalty letter – S, then P, then O, and so on, to spell “SPOONS”.
- Once a player receives all the letters in “SPOONS”, they are out of the game. The last player remaining wins.
Tips for Large Groups: Use two decks of cards shuffled together for groups of six or more players. Spread the spoons out on a larger table or even the floor to avoid a dangerous scrum. Be prepared for some accidental bumps and bruises – it’s all part of the fun!
10. 500
500 (also called Five Hundred) is a trick-taking card game similar to Euchre, but with its own unique bidding and scoring system. Players bid on how many tricks they think they can take, adding a layer of strategy to the classic trick-taking format.
Why it’s Great for Large Groups: 500 is an excellent choice for larger gatherings because it’s best played with teams, promoting social interaction and teamwork. The bidding element becomes more competitive and strategic with more players.
Player Count: 2-6 players (best with 4 or 6 players for partnership/team play)
How to Play:
- The deck used in 500 varies depending on the number of players. For 2, 3, or 4 players, a specialized 43-card deck (which removes certain low cards from a standard deck) is used. For 5 or 6 players, use a standard 52-card deck plus a Joker.
- Deal each player 10 cards. The remaining cards are called the “kitty” or “widow.”
- Players bid on the number of tricks they expect to take and also name the trump suit (or “no trumps”).
- The highest bidder wins the bid, takes the kitty and discards the same number of cards back into the kitty, and leads the first trick.
- Players follow suit if possible, or play a trump card. The highest trump, or highest card of the led suit, wins the trick.
- Players score points for the tricks their team takes, but only if they meet or exceed their bid, otherwise they lose points.
Tips for Large Groups: For six players, divide into two teams of three. Rotating partnerships between rounds keeps things interesting. Score sheets are recommended for tracking bids and points, which can become complex with multiple players/teams.
11. Oh Hell (Oh Pshaw, Up and Down the River)
Oh Hell (also known as Oh Pshaw or Up and Down the River) is a trick-taking card game with a unique bidding twist. Players bid on the exact number of tricks they’ll win, but the dealer’s bid can’t make the total bids add up to the number of tricks available.
Why it’s Great for Large Groups: This “hook” in the bidding creates hilarious tension and strategic maneuvering, especially with larger groups. The more players, the more unpredictable and exciting the bidding becomes, sparking playful banter and accusations.
Player Count: 3-7 players (4-6 players are ideal)
How to Play:
- Using a standard 52-card deck, the number of cards dealt varies each round, going up and down throughout the game. For example, in a 7 round game, the first round is played with one card, the second with 2 cards, up to round four with four cards, then back down until round 7.
- A trump suit is randomly determined each round. Before each round, the top card on the stock pile is turned face up to indicate trump.
- Players bid on the exact number of tricks they expect to win. The dealer’s bid is restricted: the sum of all bids (including the dealer’s) cannot equal the total number of tricks available.
- The player to the dealer’s left leads the first card. The other players must follow suit if possible. If they cannot follow suit, they can play any card, including a trump card.
- The highest card of the led suit wins the trick, unless a trump card is played, in which case the highest trump card wins. The winner of a trick leads the next card.
- Players score points for correctly predicting their number of tricks won. Scoring variations exist (e.g., 10 points for a correct bid plus 1 point per trick won, or only awarding points for exact bids).
Tips for Large Groups: For a longer game, increase the number of rounds or set a higher target score. Introduce variations like blind bidding or alternative scoring methods. Be prepared for lots of “Oh Hell” moments and friendly arguments.
12. Bridge
Bridge is a complex, trick-taking card game played in partnerships. It involves bidding, strategic card play, and crucial communication with your partner.
Why it’s Great for Large Groups: Bridge is ideal for larger gatherings and social events because you can easily set up multiple tables and run a mini-tournament. This allows for social interaction across the group.
Player Count: 4 players per table (but scales well for large groups with multiple tables)
How to Play:
- Using a standard 52-card deck, deal 13 cards to each player.
- Partners sit opposite each other.
- Players bid on how many tricks their partnership can take, also declaring a trump suit or no trumps. Bidding conventions are complex and take time to master.
- The highest bidder’s partner’s hand is laid out face up on the table and is called the “dummy.” The highest bidder plays the cards of the dummy in addition to their own hand.
- Players play tricks, following suit if possible, or trumping.
- Points are awarded for making your contract (winning the number of tricks bid), with bonuses for overtricks, games, and slams. Penalties are given for failing to make your contract. Vulnerability affects both bonuses and penalties.
Tips for Large Groups: Organize a duplicate bridge tournament using a Mitchell movement. Provide pre-printed score sheets and bidding boxes (optional) for smoother gameplay. Rotating partnerships between rounds allows players to socialize and meet new people.
13. Euchre
Euchre is a fast-paced, trick-taking card game played in partnerships. This social card game uses a unique trump system where Jacks (called Bowers) become the highest trump cards.
Why it’s Great for Large Groups: While traditionally a four-player game, Euchre is adaptable for larger gatherings by rotating players or using variations designed for more participants. This allows a larger group to enjoy the competitive, social, and trick-taking fun of Euchre.
Player Count: 4 players (adaptable for larger groups of 5+ players using variations or rotation)
How to Play:
- Euchre uses a 24-card deck (9, 10, J, Q, K, A of each suit).
- Deal five cards to each player.
- Players bid on the trump suit. One player will ultimately choose the trump suit by either “ordering up” the face up card in the middle of the table or by naming any other suit. One player also has the opportunity to “go alone” which means they play without their partner and if they win, their team scores higher points.
- The Jack of the trump suit (the Right Bower) is the highest trump card. The Jack of the other suit of the same color (Left Bower) is the second highest trump card. After that, trump cards rank: Ace, King, Queen, 10, 9.
- Players follow suit if they can, otherwise play trump or discard. The highest trump, or the highest card of the led suit, wins the trick.
- Score points based on tricks won by the team who called trump. The team that did not call trump scores points by “Euchring” the other team (winning at least three tricks). Winning all five tricks is called a “March” and doubles the points awarded.
Tips for Large Groups: For larger gatherings, consider variations like Cutthroat Euchre (three or more players, everyone for themselves) or Railroad Euchre, which allows more people to play using a larger deck of cards. You can also have multiple Euchre games going on simultaneously and track overall scores for a fun, tournament-style competition.
14. Hearts
Hearts is a trick-taking card game where players try to avoid taking penalty cards – those pesky Hearts and the dreaded Queen of Spades. The passing phase adds a strategic element, allowing players to try and unload their high Hearts onto their opponents.
Why it’s Great for Large Groups: While traditionally played with 3-4 players, Hearts can be enjoyed by larger groups of up to six players (and even more with variations). A larger group increases the social interaction and makes the passing phase even more strategic.
Player Count: 3-6 players (variations exist for more players)
How to Play:
- Using a standard 52-card deck, deal all cards evenly, face down, to each player.
- In a four player game, each player passes three cards face down to another player. The direction of passing changes each round:
- Pass to the player to your left
- Pass to the player on your right
- Pass to the player across the table from you
- Hold on to all cards
- The player with the 2 of Clubs leads the first trick.
- Players must follow suit if possible. If they cannot follow suit, they can play any card, including a heart or the Queen of Spades. Hearts cannot be led until “hearts are broken,” which means the first time someone plays a heart card.
- Cards rank from Ace (high) down to 2 (low). The highest card of the led suit wins the trick, unless a heart or the queen of spades is played. If hearts or the queen of spades are played, the highest heart wins the trick, unless the queen of spades was played. The winner of the trick leads the next trick.
- Hearts are worth 1 point each, and the Queen of Spades is worth 13 points. Players try to avoid taking tricks with these penalty cards. Players calculate their scores and whoever has the lowest number of points after playing the pre-determined number of hands wins the game.
Tips for Large Groups: For 5-6 players, remove a few low cards (such as the 2s) or use two decks. Increase the target penalty score for longer games. Consider variations like Partnership Hearts or Cancellation Hearts for larger gatherings.
15. Pinochle
Pinochle is a trick-taking card game that combines elements of melding, similar to Rummy. Players score points for combinations of cards in their hand, such as sets and runs, using a specialized 48-card deck. It is moderately complex in terms of rules.
Why it’s Great for Large Groups: Although typically played with four players in partnerships, Pinochle offers variations for three players or even larger groups, making it suitable for a variety of gatherings. The melding aspect adds a strategic element that keeps all players engaged.
Player Count: 2-4 players (variations accommodate more, like six-hand Pinochle)
How to Play:
- Pinochle uses a unique deck of 48 cards, consisting of two copies of each card from 9 to Ace in all four suits. A 64 card deck, with 8s and 7s is also sometimes used. Cards rank A, 10, K, Q, J, 9 (or A-10-K-Q-J-9-8-7 with 64 cards).
- Deal out the cards: In Partnership Pinochle (four players, two teams), each player receives 12 cards. In Cutthroat Pinochle (three players), each player gets 15 cards, and three cards are dealt face-down in the middle as the “widow.”
- Bidding (Partnership Pinochle only): Players bid on which suit will be trump and how many points they think their partnership can meld.
- Melding: Players score points by melding specific card combinations from their hand (e.g., runs, marriages, pinochles, sets of aces/tens/kings). Meld values vary. A “run” (A, 10, K, Q, J of trump) is the highest melding combination.
- Trick-taking: After melding, players play tricks, following suit if possible or trumping.
- Scoring: Points are earned for melds and for winning tricks. The last trick is worth an additional bonus.
Tips for Large Groups: Explore variations like six-hand Pinochle or use two decks for a double deck Pinochle game, increasing the complexity and allowing for larger groups. Adjust the scoring target for longer games. A meld reference sheet is helpful for keeping track of points.
16. Pitch
Pitch (also called Setback or High-Low-Jack) is a trick-taking card game where players bid on how many points they think they can score. It’s easy to learn the basics, but mastering the bidding and scoring takes practice. This makes it an ideal choice for social gatherings of varying skill levels.
Why it’s Great for Large Groups: While traditionally played with 2-4 players, Pitch can easily be adapted for larger groups by forming teams, which increases social interaction, or by playing variations designed for more players.
Player Count: 2-4 players (adaptable for larger groups with teams or variations)
How to Play:
- Using a standard 52-card deck, deal six cards to each player.
- Players bid on how many points they expect to win based on scoring point cards like High, Low, Jack, and Game. The Game point is earned based on whoever takes cards adding up to the most points from Ace (4 points) to 10 (10 points). The dealer is “stuck” if every other player passes.
- The highest bidder chooses the trump suit.
- Players take turns playing cards, following suit if possible. If a player doesn’t have a card of the leading suit, they can play a trump card or discard a card of another suit. The winner of the trick leads the next trick.
- Points are awarded for taking the High, Low, and Jack of trump, and Game. Scoring varies widely based on the variation of Pitch played. Different variations include different numbers of point cards, such as the Joker, off-Jack, off-Ace, or 3 of trump.
Tips for Large Groups: Split into teams or use variations like Seven-Point Pitch, Nine-Point Pitch, or Ten-Point Pitch, which are suitable for larger groups. Consider simplifying the scoring or increasing the target score. Clarify the specific scoring rules before starting as there are many Pitch variations.
17. Rook
Rook is a trick-taking game similar to Spades or Euchre, but played with a special deck of cards featuring numbered cards in four colors and a powerful Rook card. Players bid on how many points they can score by winning tricks with high cards and trump cards.
Why it’s Great for Large Groups: Rook is excellent for large groups and families because it accommodates up to seven players. Team variations add to the fun by encouraging social interaction and teamwork.
Player Count: 3-7 players (4-6 players ideal for team play)
How to Play:
- Rook uses a special deck of 45 cards: numbered cards 1-14 in four colors (red, yellow, green, black), plus a special Rook card. The Rook is the highest trump card, worth 20 points. Other point cards are the 1 (15 points), 10 (10 points), 5 (5 points) in any color.
- The dealer deals cards to each player, the number depending on the number of players. The remaining cards form the Kitty.
- Players bid on how many points they think they can score. The highest bidder names the trump suit and can exchange cards from their hand for cards from the Kitty.
- Players follow suit if possible. If they can’t follow suit, they can play a trump card or discard. The highest trump, or highest card of the led suit, wins the trick.
- Players score points for the point cards they win in tricks.
Tips for Large Groups: For 4 or 6 players, divide into teams. This adds a cooperative element to the bidding and gameplay. For a shorter game, reduce the target score from 500. Consider using a score sheet to track bids and points, especially with more players.
18. Spades
Spades is a classic trick-taking card game that combines bidding, strategy, and teamwork. Spades are always the trump suit, which adds a strategic element to both bidding and gameplay.
Why it’s Great for Large Groups: While traditionally a four-player partnership game, Spades is adaptable for larger gatherings. Rotating players or running multiple simultaneous games allows everyone to experience the competitive, social aspects of Spades.
Player Count: 4 players (adaptable for 6+ players with rotation or multiple games)
How to Play:
- Using a standard 52-card deck (without Jokers), deal 13 cards to each player.
- Players bid on the number of tricks they think they can win. Partners’ bids are combined. Special bids like “nil” (bidding to win zero tricks) exist for added risk and reward.
- The player to the dealer’s left leads the first trick. Players must follow suit if possible. If they cannot follow suit, they can play a spade (trump) or discard.
- The highest spade played wins the trick. If no spades are played, the highest card of the led suit wins.
- Score points for meeting your combined bid. Overtricks (“bags”) score bonus points, but be careful – too many bags result in penalties (“sandbagging”). Failing to meet your bid results in negative points.
Tips for Large Groups: For larger groups, organize a round-robin or elimination tournament with multiple tables. Track scores on a central scoreboard. Rotate partnerships for increased social interaction. Shorten the target score for quicker games.
19. Whist
Whist, a classic trick-taking card game played in partnerships, has its roots in the 18th century and is considered a precursor to modern Bridge. The trump suit is determined by the last card dealt, and players aim to win tricks with high cards or trump cards.
Why it’s Great for Large Groups: While traditionally a four-player game, Whist is easily adaptable for larger gatherings by setting up multiple tables and running a mini-tournament. This creates a fun, social, and competitive environment.
Player Count: 4 players (scales well to larger groups of 6+ players with multiple tables)
How to Play:
- Using a standard 52-card deck, deal 13 cards to each player, one card at a time, face down.
- The last card dealt is turned face up to indicate the trump suit for that hand.
- The player to the dealer’s left leads the first trick. Players must follow suit if possible. If they cannot follow suit, they can play any card, including a trump card.
- The highest trump card played wins the trick. If no trumps are played, the highest card of the led suit wins. The trick winner leads the next trick.
- Score points for each trick won above six.
Tips for Large Groups: Organize a Whist tournament using a round-robin or elimination format. Provide score sheets to track game progress. Rotating partnerships adds a social element and creates a more engaging experience for everyone.
20. Canasta
Canasta is a rummy-style card game where players meld cards of the same rank and aim to create canastas (melds of seven or more cards). Using two decks of cards plus four Jokers, this partnership game is best played with teams and is moderately complex to learn.
Why it’s Great for Large Groups: Canasta is well-suited for larger gatherings and social events, accommodating up to six players (and more with variations). The partnership/team play aspect promotes social interaction, and the game’s strategic depth becomes very engaging with more players.
Player Count: 2-6 players (variations exist for other player counts)
How to Play:
- Use two standard 52-card decks plus four Jokers. Deal 11 cards to each player.
- Cards have different point values (Aces: 20, 2s and Jokers: 50, etc.) Red 3s are bonus cards, and black 3s freeze the discard pile.
- Players draw and discard cards, forming melds of at least three cards of the same rank. At least two natural cards are required per meld, and up to three wild cards (2s and Jokers) can be used.
- There is a minimum point requirement to make your initial meld which varies based on the current team score.
- The goal is to create canastas (at least seven cards of the same rank). A natural canasta (no wild cards) is worth more points than a mixed canasta (with wild cards).
- Going out requires melding all cards in your hand and having at least one canasta.
Tips for Large Groups: For six players, divide into two teams of three. Consider a lower target score (e.g., 3000 points) or variations like Samba Canasta for faster games. A meld and scoring reference sheet is extremely helpful. Pay attention to discards, especially with more players, as it provides important information.
21. Nertz (Pounce, Peanuts, Racing Demon)
Nertz (also called Pounce, Peanuts, or Racing Demon) is a multi-player solitaire card game played simultaneously. Players race to be the first to empty their “Nertz pile” (a face-down stack of cards with one card upturned), creating a fast-paced and chaotic game.
Why it’s Great for Large Groups: Nertz is perfect for large parties and game nights, accommodating many players. The more players, the more frantic and competitive the gameplay, creating an exciting, high-energy experience.
Player Count: 2+ players (best with 4+ players; the more, the merrier!)
How to Play:
- Each player needs their own standard 52-card deck. Shuffle each deck thoroughly.
- Create a “Nertz pile” by dealing 13 cards face down and flipping the top card face up. Deal four cards face-up to form the “work piles”. The remaining cards are your “stock pile”.
- Simultaneously, players play cards onto shared foundation piles (Ace to King, in suit) in the center of the table, or onto their own work piles (in descending rank, alternating colors). Only the top card of the Nertz pile, the top card of the stock pile and the top card on each of the four work piles are available to play. A player replenishes their stock pile by playing three more cards face up from their stock pile into their hand whenever they can’t play a card.
- The first player to empty their Nertz pile calls out “Nerts!” and wins the round.
Tips for Large Groups: Use decks with different back designs. Ensure ample playing space. For very large groups, consider running multiple simultaneous Nertz games.
22. Texas Hold ‘Em Poker
Texas Hold ‘Em is the world’s most popular poker game. Players try to make the best five-card poker hand using two private cards (“hole cards”) and five shared community cards. Betting, bluffing, and reading your opponents are key skills.
Why it’s Great for Large Groups: Texas Hold ‘Em is ideal for larger gatherings of 6-10 players, creating an exciting, competitive atmosphere. Larger groups also amplify the excitement with bigger pots and more possibilities for big wins. For larger than ten, you can easily adapt the game using player rotation or multiple tables.
Player Count: 2-10 players (adaptable for larger parties of 10+ by rotating players or using multiple tables)
How to Play:
- Each player receives two hole cards face down.
- Five community cards are dealt face up in three stages: the flop (three cards), the turn (one card), and the river (one card).
- Betting rounds occur before the flop, and after each community card stage. Players can bet, call, raise, or fold. In No-Limit Texas Hold ‘Em, players can bet all of their chips at any time (going “all-in”). Pot Limit games restrict the maximum bet to the size of the pot. Fixed limit games restrict the amount of bets and raises.
- Players make the best possible five-card poker hand using a combination of their hole cards and the community cards.
- The player with the best hand at the showdown wins the pot. A hand ranking chart is recommended, especially for beginners. Classic poker hands include Royal Flush, Straight Flush, Four of a Kind, Full House, Flush, Straight, Three of a Kind, Two Pair, and One Pair.
Tips for Large Groups: For large groups, use a larger poker table or set up multiple tables and run a poker tournament with a freezeout or rebuy structure. A designated dealer keeps the game moving smoothly. Provide a poker hand ranking chart. Simplify the betting structure to Fixed-Limit for inexperienced players.
23. Spite & Malice (Cat & Mouse)
Spite & Malice (also known as Cat & Mouse) is a two-player card game that combines strategy, speed, and a healthy dose of blocking. Players race to get rid of their face-down “Payoff Pile” by playing cards onto shared central stacks in ascending order.
Why it’s Great for Large Groups: While designed for two players, Spite & Malice is easily adaptable to large groups by setting up multiple simultaneous games or organizing a tournament. This allows everyone to experience the strategic blocking and fast-paced gameplay.
Player Count: 2 players per game (easily scalable for larger groups of 6+ with multiple games or tournament formats)
How to Play:
- Using two standard 52-card decks (Jokers removed), each player creates a Payoff Pile of 20 cards face down, flipping the top card face up. Each player is also dealt a hand of five cards. Four Discard piles are set up for each player and three Center stacks are placed in the middle of the play area.
- On your turn, replenish your hand to five cards from the Stock pile (combined draw pile).
- Play cards from your hand, Discard Piles, or the top card of your Payoff Pile onto the Center Stacks, building them in ascending order from Ace to Queen.
- Kings act as wild cards and can represent any rank other than Ace.
- Block your opponent by playing a card on a Center Stack they need.
- The first player to empty their Payoff Pile wins. If the Stock pile runs out before either player empties their Payoff Pile, the game ends in a draw.
Tips for Large Groups: Set up multiple Spite & Malice stations with two decks of cards at each. Run a single-elimination, double-elimination, or round-robin tournament. Provide rules summaries at each station.
24. Kemps (Kems, Camps)
Kemps (sometimes spelled Kems or called Camps) is a fast-paced, partnership card game where teams secretly signal each other when they’ve collected four-of-a-kind. It’s easy to learn but requires quick thinking, non-verbal communication, and a bit of bluffing.
Why it’s Great for Large Groups: Kemps is ideal for parties and social gatherings of up to six players (three teams of two). The more teams involved, the more challenging and hilarious it becomes to signal secretly.
Player Count: 4-6 players (in teams of two)
How to Play:
- Partners sit opposite each other. Using a standard 52-card deck, deal four cards face down to each player and four cards face up in the center.
- Players simultaneously exchange cards from their hands with the face-up center cards, trying to collect four cards of the same rank.
- When a player gets four-of-a-kind, they must discreetly signal their partner. Signals can be anything non-verbal (winks, nods, hand gestures, etc.).
- If the partner sees the signal and correctly calls out “Kemps!”, their team scores a point.
- Other teams can challenge a Kemp call by saying “Cut!”. If the team that called “Kemps” did not have four-of-a-kind, they lose a point, and the challenging team gains a point. If the team did have four-of-a-kind, they gain a point, and the challenging team loses a point.
- In Casual mode, there is no penalty if a player incorrectly calls “Kemps”.
- The first team to reach a predetermined score (usually 4 points) wins.
Tips for Large Groups: Use a larger playing surface for three teams. Encourage teams to be creative and varied with their signals. Increase the target score for a longer game.
25. Golf Card Game
Golf, the card game (not the sport!), is an easy-to-learn, matching card game where players aim for the lowest score over nine rounds, or “holes.” Players flip and swap cards in a 2×3 grid layout, trying to create matching pairs to cancel out points.
Why it’s Great for Large Groups: Golf is an excellent choice for parties, family gatherings, or casual get-togethers because it’s simple to learn, fast-paced, and can be played with up to six players (or more with two decks).
Player Count: 2-6 players (easily accommodates larger groups of 6+ with two decks)
How to Play:
- Using a standard 52-card deck (or two decks for larger groups), deal six cards face down to each player, arranged in a 2×3 grid.
- Each player chooses two cards in the same column to flip face up.
- Players take turns drawing a card from either the stock pile or the discard pile.
- The drawn card can either be swapped with a face-down or face-up card in the player’s grid, or it can be discarded. If a player swaps with a face-down card, that card is immediately flipped face up.
- Cards are scored according to their rank, with Aces worth 1 point, number cards worth face value (3-10), Jacks and Queens 10, and Kings 0. 2s are worth -2 points. If two identical cards are face up in the same column, that entire column scores zero.
- The round ends when any player’s grid is all face up.
- The game consists of nine rounds (holes). The player with the lowest total score after nine rounds wins.
Tips for Large Groups: Use two decks for 7+ players. For very large groups, consider running multiple simultaneous Golf games. A scoring reference sheet can be helpful, especially for younger players.
26. Egyptian Ratscrew (Slap, Snot, Egyptian War)
Egyptian Ratscrew (also known as Slap, Snot, or Egyptian War) is a chaotic, fast-paced action card game where players race to slap matching or special card combinations. Quick reflexes and sharp eyes are essential for victory.
Why it’s Great for Large Groups: Egyptian Ratscrew is a guaranteed crowd-pleaser at parties and family gatherings. The more players, the more hilarious and energetic the slapping frenzy becomes. It’s incredibly easy to learn, making it fun for all ages.
Player Count: 2+ players (best with 4-8, but adaptable for large groups)
How to Play:
- Using a standard 52-card deck (or two decks for larger groups), deal out all the cards face down, one card at a time to each player. Slight variations in the number of cards per player are acceptable.
- Players take turns flipping their top card onto a central pile.
- Slap the pile as quickly as possible when one of these combinations appears:
- Doubles: Two cards of the same rank (e.g., two Jacks).
- Sandwiches: Two cards of the same rank with one card between them (e.g., Jack, Queen, Jack).
- Runs: Three or more cards of consecutive rank, regardless of suit (e.g. a 3 then a 4 then a 5).
- Top Bottom: The current top card matches the card at the bottom of the discard pile.
- Tens: Any card with the rank of 10.
- Jacks, Queens, Kings, and Aces: Specific rules apply to face cards (see variations below). Generally, the next player gets a chance to play a face card after a Jack, two chances after a Queen, three after a King, and four after an Ace. If the next player fails to play a face card on their final chance the person who played the original face card takes the whole pile.
- The fastest slapper wins the pile and adds it to the bottom of their hand.
- An incorrect slap results in a penalty—usually giving two cards to the player of the slapped card.
- The last player with cards wins.
Tips for Large Groups: For a large, slap-happy crowd, use two decks. Define a clear “slapping zone” to prevent injuries. Remind players to slap the pile, not each other’s hands (though accidental slaps happen!).
Explore: more fun family card games.
27. Sheepshead (Schafkopf)
Sheepshead (also known by its German name, Schafkopf) is a trick-taking card game played with a unique 32-card deck. Players decide whether to “pick up” two hidden cards (the “blind”), forming partnerships and aiming to win the most points in tricks.
Why it’s Great for Large Groups: While traditionally played with five players, Sheepshead is adaptable for larger groups through variations or multiple simultaneous games. The partnership and strategic gameplay make it engaging for a variety of gatherings.
Player Count: 2-8 players (5 players is the traditional count, but variations exist for 6+ players)
How to Play:
- Sheepshead is played with a specialized 32-card deck. Cards 7 through Ace are used in all four suits. Queens, Jacks, and all the Diamonds are permanent trump cards.
- Deal each player a hand of cards (the number of cards varies by player count). Two cards are dealt face down as the “blind”.
- Players decide whether to “pick up” the blind. The player who picks up the blind becomes the “Picker.”
- The Picker then declares or “calls” a fail Ace (Ace of Clubs, Spades, or Hearts) to form a partnership with the player who has that Ace in their hand. In some variations, the Jack of Diamonds is automatically the Picker’s partner.
- Players take turns playing cards and must follow suit if possible. If a player doesn’t have a card of the suit that was led, they can play a trump card or discard any other card. The highest trump card or the highest card of the led suit wins the trick.
- Points are awarded for card values in captured tricks. Each card has a specific point value. The point values are tallied at the end of each round and both teams receive points based on the cards they collected in their tricks. Several other scoring variations exist, including “Schneider” and “Schwarz”.
Tips for Large Groups: For groups larger than five, consider using two combined decks or variations designed for more players. Adjust the target score for longer games. Running multiple simultaneous Sheepshead games is a great way to keep larger groups engaged. Provide a card ranking and scoring reference sheet for easy access.
28. Cards Against Humanity
Cards Against Humanity is a popular adult party game known for its dark humor and politically incorrect content. Players complete fill-in-the-blank statements with outrageous and often offensive answer cards.
Why it’s Great for Large Groups: Cards Against Humanity thrives on large gatherings. The more players, the wider the range of hilarious (and potentially offensive) combinations, leading to unforgettable (and possibly scandalous) party moments.
Player Count: 4+ players (ideal for 6+ players; the more, the merrier… and the more outrageous!)
Target Audience: Adults (17+)
How to Play:
- Each player starts with ten white answer cards.
- One player is chosen as the Card Czar. The Card Czar role typically rotates after each round.
- The Card Czar draws a black question card and reads it aloud.
- The other players each choose one (or sometimes more, depending on the prompt) white answer card from their hand that they think best completes the question or creates the funniest (or most offensive) combination. These cards are passed face down to the Card Czar.
- The Card Czar shuffles the submitted cards and reads the prompt with each answer. The Card Czar then selects the winning answer card. The player who submitted that card wins the black question card, which is worth 1 point.
- The role of Card Czar rotates to the next player, and a new round begins.
- The game continues until players decide they have had enough. Typically, players agree on a target score or a time limit before starting the game. The player with the most points at the end wins.
Tips for Large Groups: Combine two or more Cards Against Humanity decks (including expansions or themed packs) for even more outrageous combinations. Establish ground rules beforehand to ensure everyone feels comfortable with the level of humor. Have a backup game ready just in case.
29. Card Bingo
Card Bingo is a simple, fast-paced, matching card game based on traditional Bingo. Instead of numbered balls, a standard deck of cards is used.
Why It’s Great for Large Groups: Card Bingo is an excellent choice for family game nights and parties. It’s easy to learn and adaptable for various group sizes, making it fun for all ages.
Player Count: 2-10+ players (easily adaptable for larger gatherings)
How to Play:
1. The number of cards used and dealt varies depending on the number of players. For 2-4 players, use one standard 52-card deck and deal five cards face-up to each player. For 5-10 players, use two combined standard 52-card decks. Refer to the following table to determine how many cards to deal to each player:
Number of Players | Number of Cards Per Player |
---|---|
5 | 10 |
6 | 8 |
7 | 7 |
8 | 6 |
9 | 5 |
10 | 5 |
2. One player acts as the “caller,” drawing cards one at a time from the remaining deck and calling them out (rank and suit).
3. If a player has a matching card (same rank and suit), they flip it over.
4. The first player to flip over all their cards wins the round and shouts “Bingo!”. The game can also be won by matching cards in pre-determined patterns like rows, columns, or diagonals.
Tips for Large Groups: For 10+ players, consider splitting into smaller groups or using multiple decks and a co-caller. Customize the game with fun variations:
- Sixty-Six Bingo: Add a betting element for more excitement and strategic choices. Players bet using tokens, calculating card point totals to determine the winner.
- Custom Winning Patterns: Create alternative winning combinations like runs, two pairs, or even a full house.
- Wild Card Bingo: Introduce Jokers as wild cards for unpredictable gameplay.
Want more card game fun? Check out our curated lists for couples, 1 player, 2 players, 3 players, 4 players, 5 players, and 6 players card games!