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S H I TH E A D

Instructions

Version 1.0
Forward

Welcome to the first instruction guide to ever be created for the uncommon but addictive card
game known as Shithead. This guide will explain the rules of the game, point out variations of
game play, and hopefully inspire players to create original versions that could be appended to
future versions of this guide.

There are many different versions already in existence. Please see the References for the
resources and listings of some examples and guides.

The Deck

The standard version of the game uses a 52-card deck with Jokers omitted. If there are six or
more players, an additional deck could be used, but might be considered unconventional
among Shithead purists. Other versions of rules may use the jokers.

The Objective

The object of the game is to get rid of all of your cards. The first person to get rid of their cards
is not the winner; however, the last person left with cards in their possession is the Shithead.
Games are usually divided into rounds of 3, 5, 7, etc.
The Deal

This is the most complicated part of the game because there are so many possibilities for
variation. Most likely, the deal will need to be adjusted due to the number of players.
Regardless of how many players there are, each player will be dealt cards that have three
different characteristics:

Face-Down Cards

Each player will be dealt a number of cards that are placed face down in front of them as
illustrated above. The number of face-down cards may vary. If there are five players, three
face-down cards are ideal, but one or two could be used instead. These cards must remain
face-down for the time being with their values unknown.

Face-Up Cards

Next, face-up cards with be dealt on top of the face-down cards as shown in the illustration
above. The number of face-up cards must match the number of face-down cards.
The Hand

Finally, a number of cards should be dealt to each player’s hand. Like many card games, the
hand must be kept hidden from other players. The number of cards dealt to each hand is
dependent upon the number of players and the number of face-down/face-up cards used. For
a standard five player game using a 52-card deck, three face-down cards, three face-up cards,
and three cards in each hand can be dealt. Two player games yield the most variety of deals.

After the deal, the remaining cards must be placed in a pile face-down in the middle of the
table. This is the pick-up pile.

Before play commences, players may exchange any of the cards in their hand for any of the
face-up cards. There are advantages and disadvantages to doing this. This will reveal more
card values to the other players but will allow the player to reserve better cards for later use.

Hierarchy

There is a natural order to the cards dealt. Players will play from their hand first. The pick-up
pile is used to replenish the cards used from each player’s hand at the end of their turn. This
means that if a player is dealt “X” number of cards to their hand at the beginning of the game,
they must keep at least “X” number of cards in their hand until the pick-up pile is extinguished.

Once there are no more cards in the pick-up pile, each player must then eliminate the cards in
their hand. Once those cards have been used, they may then use any face-up card(s). Once the
face-up cards are used, the face-down cards must be used, one-by-one, without looking.
The Play

As a reminder, the objective of the game is to not be the last player with cards. Ace is the high-
card, and suits are of no consequence in this game whatsoever. However, there are four
“Special Cards” with unique characteristics that will eventually be explained.

The Basics

Traditionally, the first person to lay down a red 3 goes first. If a red 3 cannot be found, then the
first person to find a black 3 goes first. If that cannot be found, then a red 4, black 4, etc. Play
can then continue either clockwise or counterclockwise, depending on what you choose.

The concept of the game play is simple. Each player must lay down a card with equal or higher
value than the previous card in the discard pile. If they fail to do so, they must pick up the
discard pile and their turn is skipped to the next player. Multiple cards of the same value may
be discarded at once. If a player ends their turn and takes a card from the pick-up pile that is
the same value of what they discarded, they may quickly discard it too before the next player
takes their turn. The illustrations below demonstrate two scenarios that work.

OR

Player 1 Player 2 Player 1 Player 2


Special Cards

The following cards have special abilities and most of which have no association to their original
numeric value. Some rules use different cards.

The 2 cards are the most flexible of the Special Cards. They “reset” the value of the discard pile
so the next player may put anything down. There are no exceptions to this rule. They may be
placed upon any other card.

Some call the 8 cards “Copycat” cards while others call them “See-Through” cards. Basically,
this card will mimic the card it is placed upon. If Player 1 discards a 5 and Player 2 discards an 8,
Player 3 must use a card equal to or greater than 5.

Do not mix 8 cards with other cards when discarding multiple cards at once. For instance, if a
player wants to discard two 5 cards, they cannot discard an 8 card with those cards to make
three 5 cards. 8 cards must be discarded as their own multiples and when doing so, retain the
value of the card underneath.

The 9 cards are unique to the Special Cards because they are the only card that retains its value.
However, when a 9 card is used, the next player must discard something equal or less than 9. If
they discard something less than 9, play will continue like normal on that card. For instance, if
Player 1 discards a 9, Player 2 discards a 4, the next player must discard something equal to or
greater than 4. If Player 2 had discarded an 8 or 9, Player 3 would have to discard something
equal or less than 9.
10

The 10 cards are the most powerful cards in the game but have one disadvantage. They cannot
be played after a 9. When a 10 card is used, it eliminates the discard pile from the game and
the same player who used it takes another turn, discarding whatever they wish. This card is
very useful when the discard pile accumulates lots of cards.

Another equivalent circumstance to a 10 card is when all four cards of the same value appear in
the discard pile in a row. This can be the result of more than one player’s turn. Player 1 could
discard three of the same card followed by Player 2 discarding the fourth, in turn, clearing the
pile and earning another turn.

Conclusion

Shithead is fast-paced, addictive, and can be a great evening of entertainment for a group of
friends because it has such an easy learning curve. It can also be a great activity for two people.
There can be many rules added to enhance the experience, such as Shithead shuffles, the first
person out buys a round of drinks, take a drink when a 10 card clears the pile, take a drink
when you pick up the discard pile, etc. I hope that you find this game as much fun as I do.
References

Rules of Card Games: Shithead


http://www.pagat.com/beating/shithead.html

Shithead (card game)


http://en.wikipedia.org/wiki/Shithead_%28card_game%29

ShiT HeAd
http://www.youtube.com/watch?v=7kriSVWcWHo

How to play Sh*thead


http://www.youtube.com/watch?v=WDmGSJuMR9g

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