MultiCards

Card game guides

Rules, scoring tables and honest strategy for every game in MultiCards — written against the way each one is actually dealt, scored and ranked, not against the version you half-remember from somebody's kitchen table.

Almost every classic card game has a dozen house variants, and the disagreements are never about the fun part. They are about how many cards you pass, whether the deck is trimmed for an odd number of players, what happens when somebody shoots the moon, and who leads the first trick. Those details decide games. A guide that glosses over them is a guide you have to stop reading the moment a hand goes strangely.

So these pages are specific. Where a rule has a choice in it, the choice we made is stated, and usually the reason too. Where a number matters — points per card, the target score, how far down the table still scores on the global leaderboard — the number is in a table you can check mid-hand rather than buried in a paragraph.

The games

How the global leaderboard scores a match

Every finished match also feeds a per-game ranking. Only the result counts — never the score inside the game — so a narrow win is worth exactly what a runaway one is. What does change the value of a win is the size of the table you won at, because beating four people is not the same achievement as beating two.

Each game's guide carries its own scoring table. Two boards are kept: this week, and all time. You need three matches to appear on the weekly board and five on all time, so nobody tops a board on the strength of one lucky game, and level on points the player who got there in fewer matches ranks higher.

Leaving a match counts as a loss

Quitting a game you are behind in does not get you out of it. There is one exception, and it runs the other way: at a table of two, a match somebody walks out of pays the other player nothing at all. The person who left still takes the loss — it simply stops being a way to manufacture wins two accounts at a time.