PRIVATE TABLE
Connecting

4–5 QUESTIONABLE FRIENDS

Good cards. Bad company.

Dump your hand, climb the ranks, and enjoy a deeply irresponsible amount of temporary power.

Start a table

You host. Your authority ends there.

Play for chipsOptional prediction betting after round one.
Public tableShow this waiting room to players on the main page.
Seconds per turn

OPEN SEATS, BAD DECISIONS

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Checking under the table…

THE CONSTITUTION, ALLEGEDLY

How to become unbearable

01

Dump your hand

Play one, a pair, three, or four matching ranks. Match the opening quantity and play the same rank or higher.

02

Weaponize the two

A 2 beats anything, ignores the set size, burns the pile, and lets you lead fresh.

03

Match & sabotage

Playing the same rank skips the next player. Completing all four cards of one rank burns the pile immediately.

04

Pass with dignity

You may pass while another player controls the pile. Once everyone passes back to the last player, Pass is locked: burn or keep playing.

05

Earn a title

Finish first to become President. Last place becomes Asshole. With four players, the Middle sits out.

06

Pay the powerful

Next round, Asshole sends their best two cards to the President; Vice Asshole sends their best one to the VP.

07

Open at the bottom

The first round has no titles, trades, or bets. Whoever holds the 3♣ leads. Later rounds open with the President.

08

Deal the whole deck

All 52 cards are dealt as evenly as possible. With five players, two receive 11 cards and three receive 10.

09

Trade, then revolt

The President returns any two cards after receiving the Asshole’s best two. The VP returns one to the Vice Asshole.

10

Beat the clock

The host chooses 15- or 30-second turns. A timeout passes, or safely auto-leads on a fresh pile.

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OPTIONAL CHIP DIPLOMACY

One chip. One prediction. Several grudges.

From round two onward, everyone except the President predicts where a current title will finish. A correct prediction earns the number in that board cell; the highest score wins.