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Crazy Eights (Zimbabwean variation)

Crazy Eights (Zimbabwean variation)

Crazy Eights (Zimbabwean variation) is a shedding-type card game for two to five players and is played with one standard 52-card deck. The object of the game is to be the first to get rid of all the player's cards in-hand to a discard pile. The game resembles Uno more than the classic Crazy Eights game and is more complicated but more dynamic.[1]

Origins

The game first appeared in Zimbabwe in the late 1970s or early 1980s. It is commonly called “Crazy 8” as opposed to the plural of its original namesake.

Gameplay

Eight cards of a shuffled deck are dealt to each player and the remaining cards of the deck are placed face-down at the centre of the table.

The top card is then turned face up to start the game.

The dealer may play first or the player to the left or the right of the dealer may begin play.

Game play then follows the clockwise or anti-clockwise rotation until the game is shifted.

Players discard by matching rank or suit with the top card of the discard pile.

As an example: Once 4♣ is played, the next player:

  • can play 4♦, 4♥ or 4♠;

  • can play any club ♣;

  • can play any 8 (then must declare a suit);

  • can draw from the face-down stockpile and continue their turn.

There are a number of special functions cards.

These are either game shifting cards, offensive cards or defensive cards.

If a player is unable to match the rank or suit of the top card of the discard pile and does not have a special functions card, or simply does not wish to play any of the cards in their hand as part of their strategy, they must draw one card from the stockpile.

At this point the player then has the choice of playing the new card they collected from the stockpile or storing the new card and passing their turn.

If the players run out of cards in the deck then the top card of the discard pile is left face up and the rest of the discard pile cards are shuffled and used as the new deck.

The game ends as soon as one player has emptied their hand using a regular card.

Players are able to play more than one card during their turn by combining special function cards.

The winner of the round or game is the first player to get rid of their hand by throwing their last regular card on top of another regular card or a shifting card.

The last card played by the winner cannot be a game shifting card, offensive card or defensive card.

Game shifting cards

These cards allow the player to change the dynamics of the game.

8 - Declare a suit

When an 8 is played, the player must "declare" the suit that the next player is to play; the next player must then follow the named suit or play another 8.

If an 8 is played as a direct counter to a declaring 8 then the game will continue following the suit of the last played 8.

8s can be played regardless of the rank or suit of the last played card on the discard pile.

Further, an 8 of one suit can be used to switch to another suit.

As an example:

  • Player #1 plays 8♥ and declairs "clubs ♣".

  • Player #2 must abide by the declaration and play any club ♣ card.

7- Skip the next player

When a 7 is played, the next player is "skipped" and loses their turn.

In a game of two players, a "skip" allows the player to play again and can be combined with kings and jacks for an uninterrupted series of play.

A 7 card must be played matching the rank or suit allowances of the top card of the discard pile.

Jack- Reverse

When a jack is played, the order of play is "reversed" allowing the previous player to play again.

The reversal of play order is permanent until reversed again by another jack.

In a game of two players, a "reverse" allows the player to play again and can be combined with 7s and kings for an uninterrupted series of play.

A jack card must be played matching the rank or suit allowances of the top card of the discard pile.

King – Play again

When a king is played, the player can play another follow-on card.

A king can be combined with 7s and jacks for an uninterrupted series of play.

A king card must be played matching the rank or suit allowances of the top card of the discard pile.

Offensive cards

2 - opponent picks two cards

When a 2 is played, the next player must either block with a defensive card, play their own offensive card, or pick up two cards from the deck.

As with all offensive cards, the total number of cards demanded is cumulative.

For example:

  1. Player #1 plays 2♣;

  2. Player #2 plays 2♦;

  3. Player #3 plays 2♥;

  4. Player #4, unable to block and does not have the fourth 2♠, has to pick up a total of six cards.

A 2 must be played matching the rank or suit allowances of the top card of the discard pile.

When the 2 is played the player must say "Pick two".

Some variations of the game punish the player when a 2 is played but they fail to say "Pick two".

In such a case, when caught by their opponents, the player of the 2 has to pick up two cards as a punishment for failing to declare the played 2.

The player who picks up two cards (or the cumulative number of cards) will miss their turn and play then moves to the player after them.

Some variations of the game allow the player who picks up two cards to "pick-and-play".

Joker- opponent picks five cards

When a joker is played the next player in line must either block with a defensive card, play their own offensive card, or pick five cards from the deck. As with all offensive cards, the total number of cards demanded is cumulative. A joker can be played regardless of the rank or suit of the last played card on the discard pile.

Defensive cards

Defensive cards protect the player from offensive cards used on them by the previous player.

They work by cancelling the demands of the offensive cards.

In some variations of the game, when a player is picking multiple cards as a result of an offensive card used against them, if the first card picked from the deck is defensive (an ace), they are allowed to immediately play it in that turn and will not have to pick the rest of the cards they otherwise should have.

If the ace is in subsequent picks, it cannot be played at that point and the player misses a turn as expected after picking all the demanded cards.

Ace - blocks the demands of offensive cards

An ace can be used to block the pick-up demands of a 2 or a joker.

An ace of any suit can be placed on the joker or a 2 of any suit by the player who is required to pick up cards.

Some stricter variations of the game only allow the ace of the same suit to cancel out the 2 of the same suit.

Special conditions

"In air"

For situations where a player’s last card is either a game shifting card, offensive card or defensive card, then the player goes "in air", i.e. on their next turn they must pick one card from the deck and continue playing.

“In air” players must (i) communicate their "in air" status to the other players, and (ii) continue to abide by the demands of the offensive cards.

If another player ends the game whilst someone is “in air”, then the “in air” player is automatically eliminated along with the other players.

For variations that utilize scoring and elimination, the “in air” player must pick one card from the deck which will be used as their score for that round.

Communication

Players are obliged to communicate certain conditions or statuses to their opponents.

Generally, where mandatory communication may impose a “punishment” for failure to communicate; optional communication does not.

Mandatory communication - card play

CardPlayedCommunicationRequiredPunishment for failureto communicate
2"Pick two" or similarPlayer must themselves pick up two cards.
Joker"Pick five" or similarPlayer must themselves pick up five cards.
8Declaration of suit to be played next.E.g."Clubs", "Hearts", "Spades" or "Diamonds".No penalty.Opponents may prompt player to communicate next suit.

Mandatory communication - player states

StateCommunicationRequiredPunishment for failureto communicate
Two remaining cards in-hand“Half card”When spotted by opponents, the player must pick up one card.
One remaining card in-hand“Last card” or simply, “Card”When spotted by opponents, the player must pick up one card.
"In air""Card in air"No penalty.

Although mandatory, no penalty is imposed for failure to communicate the "in air" state.

Optional communication

Some variations of play ask for courteous communication when any of the special function cards are played.

Examples include:

  • King is played: Player says “Play again” or similar;

  • 7 is played: Player informs next player to “Skip” or “Miss a turn” or similar;

  • Jack is played: Player informs opponents that gameplay is reversing by saying “Reverse”.

Elimination and scoring

The game can be played in eliminating rounds.

When played by more than two players, the player with the highest score of cards in hand drops out and the game is restarted with the remaining players playing the next round.

Scoring is not generally used in everyday play.

Where it is, the following scores apply:

  • 8s = 50 points

  • Court cards or picture cards = 10 points

  • All other cards = face value with Ace = 1 point

References

[1]
Citation Linkcardgameinfo.comCard Game Info - The Zimbabwean Variation Of Crazy Eights
May 17, 2020, 4:19 PM