Ready for a shedding card game that’s as hilarious as it is cutthroat? Presidents and Assholes is a wild ride of shifting alliances and ruthless card-slinging where the goal is simple: don’t finish last. We’ve all played games where someone ends up as the “Scum” or the unfortunate “Arsehole” – yeah, it has a few names – but in this one, it’s a badge of shame you’ll fight tooth-and-nail to avoid. Basically, you’re trying to ditch your cards before your friends do, climbing the social ladder from lowly peasant to glorious President.
This guide breaks down the Presidents and Assholes rules, explores popular variations (including the infamous drinking game version), and dives into the game’s curious history.
I. Presidents & Assholes: Basic Rules & Gameplay
Gather at least four players for this chaotic card game. You’ll need a standard 52-card deck. Deal the cards evenly amongst yourselves until no cards remain. Some players might end up with more cards than others. The player to the dealer’s left starts the round by playing a card face-up. They can play a single card or a set of cards of equal rank, like a King or a pair of Eights. Gameplay proceeds clockwise. Each player must play a higher card or set to beat the previous play. If they cannot, they must pass.
The first player to get rid of all their cards wins the round and becomes the President. The last player with cards becomes the Asshole. The other players receive ranks based on the order they finish, such as Vice President. These ranks determine the hierarchy for the next round, dictating privileges and, yes, even snack duty.
II. Social Hierarchy & Subsequent Rounds
Here’s where the game takes a deliciously wicked turn. The social ranks from the previous round dictate your fate in the next. The President, reveling in victory, claims the best seat at the table. The Asshole, on the other hand, might find themselves relegated to a less-than-thrilling perch.
The Asshole’s misfortune doesn’t end there. They typically shuffle and deal the cards for the next round. To add insult to injury, they often surrender their highest card to the President. And guess who gets to kick off the round with a power play? The President, of course!
This social hierarchy, with its inherent privileges and penalties, lies at the heart of what makes “Presidents and Assholes” so entertaining. The game practically begs for house rules, allowing for endless variations and opportunities for creative revenge.
How to NOT Be the Asshole (Most of the Time)
Pay attention to what cards have already been played. Don’t waste a King if all the other high cards are already out of the game.
Make friends (or temporary alliances) with players who seem to be doing well. They might throw you a lifeline if you’re struggling.
III. Popular Rule Variations
Now, here’s where you can really spice things up. “Presidents and Assholes,” sometimes called “Scum” or even less polite names (we’ll keep it PG here), has about as many rule variations as there are ways to embarrass the person stuck as the “Asshole.” Let’s dive into some fan favorites:
Card Ranking
Aces High or Low: Want to add a strategic curveball? This variation lets you decide whether Aces are the highest-ranking cards or the lowest! If Aces are low, the card order becomes: K-Q-J-10-9-8-7-6-5-4-3-2-A. Imagine thinking you’re safe with a King, only to have someone slam down a lowly Two! This rule keeps players on their toes and forces them to adapt their strategies.
Strategic Tip
Holding onto a Two until the very end of a round can guarantee you the win, but it also makes you a target. Consider playing it strategically to disrupt an opponent’s strong hand!
Special Cards
Twos are Wild: In this variation, the Two card becomes an unstoppable force. A single Two can be played on any card or set of cards, regardless of rank or number. Think of it as the ultimate trump card, instantly clearing the table and letting you lead a new round with any card you want. This introduces a thrilling element of unpredictability, as a well-timed Two can completely shift the game’s momentum.
Threes Reverse: Add a dose of chaos with this variation! When a player throws down a Three, the direction of play reverses. If you were cruising along clockwise, now you’re moving counter-clockwise. This can really shake things up, especially if players aren’t paying attention. Be warned, playing a second Three will reverse the order again, bringing you back to the original direction.
Example Scenario:
Imagine four players (let’s call them Alice, Bob, Carol, and David) are several rounds into a game going clockwise:
- It’s Carol’s turn. She plays a pair of Jacks.
- David plays a Three! The order reverses, so now it’s Bob’s turn, then Alice’s.
- Alice plays a Queen.
- Bob plays another Three! The order reverses back, so it’s now David’s turn again, followed by Carol.
As you can see, strategically timing your Threes to mess with the order (and your friends) adds a delightful layer of chaos.
Gameplay Twists and Turns
Larger Sets Rule: This variation throws the “matching sets” rule out the window and replaces it with raw power. If the current play is a pair of Sevens, you could play a higher pair (e.g., a pair of Tens), but you could also play any three-of-a-kind or four-of-a-kind, no matter the rank! This rule adds a strategic layer, as players may choose to hold onto lower-ranking sets in hopes of forming a larger one later.
Example Scenario:
Imagine the following cards are on the table:
Player 1: Two Sixes
Here’s how the Larger Sets Rule changes the possibilities:
- Player 2 (with this rule): Could play any three-of-a-kind or four-of-a-kind, even if they only have three Threes.
- Player 2 (without this rule): Would have to play a higher pair to beat Player 1.
Compulsory Beating: Buckle up, strategists, because this rule eliminates the luxury of passing. In the standard game, you can choose to pass even if you have cards that could beat the current play. But with “Compulsory Beating,” if you can beat it, you must – even if it means playing a high card early and jeopardizing your chances of getting rid of your hand quickly.
Example Scenario:
Imagine the following:
- It’s your turn. The current play is a Nine.
- You have a Queen and a Two in your hand.
Normally, you might pass on the Nine, hoping to save your Queen. But with “Compulsory Beating,” you’re forced to play that Queen, leaving you with a potentially less-than-ideal Two for later. This rule forces players to make tough choices and adds a layer of tension to every decision.
There are endless ways to customize the game to your liking. Just remember, with great power (like being the President) comes the potential for equally great chaos!
Rule Variation | Description | More Chaotic? | More Strategic? | Good for Beginners? |
---|---|---|---|---|
Aces High/Low | Aces can be high or low. | ✓ | ✓ | |
Twos are Wild | Twos become the ultimate trump card. | ✓ | ✓ | |
Threes Reverse | Playing a Three reverses the direction of play. | ✓ | ✓ | |
Larger Sets Rule | Larger sets can beat smaller sets, even if the smaller set is a higher rank. | ✓ | ||
Compulsory Beating | Players must beat the current card if possible. | ✓ |
IV. Presidents and Assholes Drinking Game
Let’s be real, this game already has a hint of “adult beverage” energy to it. But with a few tweaks, you can turn it into a President & Asshole drinking game worthy of its infamous name.
Here’s how it works:
- The Golden Rule: If you can’t beat the previous card or set, you drink.
- Power to the President: The President gains the ability to assign drinks at will.
- Special Cards, Special Sips: Twos and Threes often come with additional drinking penalties, adding to the chaos.
- The Asshole’s Punishment: The Asshole usually faces a final, often humorous, drinking consequence.
Remember: Drink responsibly, pace yourselves, and ensure everyone enjoys the game safely. Stay hydrated!
V. History & Origins
Like that one friend who always seems to know the best drinking games, the origins of the card game “Presidents and Assholes” remain unclear. Some believe it originated in East Asia, possibly derived from ancient Chinese card games. The game’s global reach is undeniable, with variations appearing in numerous countries under different names.
In Australia, it’s known as “Warlords and Scumbags.” The French call it “Trou du Cul,” while the Germans use the phrase “Einer ist immer der Arsch,” meaning “someone’s always the asshole.” Despite cultural and linguistic differences, the core elements of the game, with its social hierarchy and competitive spirit, appear universal.
VI. FAQs
1. Can you end the game on a Two (or a special card)?
This is where house rules come in handy. Some say yes, ending the game with a bang (and probably some groans). Others prefer to keep the mayhem going, letting those powerful cards reset the round instead.
2. What if there’s a tie?
Usually, it’s a draw for that particular rank. So, you might have two “Vice Presidents” squabbling over who’s really in charge for the next round.