Nov 17, 2016 The card game Shit On Your Neighbor (also known as Pass the Trash, Poop On Your Neighbor, Screw Your Neighbor, Fuck Your Neighbor, or Crap On Your Neighbor) is brilliant in its simplicity. How to Play the Card Game Screw Your Neighbor This version of the card game Screw Your Neighbor originated in the Midwest. In this fun-filled card game, players are dealt a single card to gamble on. Of course, 'gamble' is a fairly strong word as you'll never see anything remotely close to this game at the tables in Vegas. Screw Your Neighbor Base Game: Non-Poker Wild cards: No Created by: Unknown Submitted by: Pat Enderson. Each Player puts 3 'bets' of a fixed size in front of them. This is their liability for the game. The Dealer gives each Player one card. Card values are Ace low, King high. There are no Jokers in the game. The Player to the Dealer's left goes. 'Screw Your Neighbor', a card game, is a combination of luck, logic, and chance, which makes it even more interesting and fun. The objective of this game is 'not' to have the lowest card at the end of each round. Plentifun takes you through the rules and directions of playing this exciting card game. In our first over 10 minute movie, we show you how to play the beloved card game, How to Screw Your Neighbor, with Adam, Danny, RJ, and Sal. This was filmed.
The card gameShit On Your Neighbor (also known as Pass the Trash, Poop On Your Neighbor, Screw Your Neighbor, Fuck Your Neighbor, or Crap On Your Neighbor) is brilliant in its simplicity. A perfect game to enjoy with your friends and relatives during holiday get-togethers -- be sure you mention to other players that you found these rules at MyWikiBiz.com, or you just might get cursed with bad luck in the game.
All players set three (3) piles of chips in front of themselves (this could be piles of 5 dimes, 3 quarters -- whatever the Dealer decides). Each player is dealt one card. All cards are kept face-down and known only to the holder of the card. The object is to not have the lowest card at the table at the end of the hand -- in this game, the Ace is the lowest card, and the King is the highest card.
In turn, starting from the Dealer's left, player can elect to keep his card, or swap with the person on their left by sliding the card to their left on the table top. The player to the left has no choice but to swap, unless that player holds a King, which is a 'blocker' or 'stopper' card. If you have a King and the person to your right attempts to trade with you, you may shout 'flauxbam' and present the King to their line of sight, accompanied by whatever demonstrative ninja move you may care to express. (Getting flauxbammed will result in laughter all around the table.) The player on the receiving end of the flauxbam is now stuck with their (generally low-ranking) card.
As the last player to act, if the Dealer wishes to trade his card, he trades with the top card remaining on the deck. (If this card is a King, the deck has essentially flauxbammed the Dealer, and he is stuck with the card that he tried to trade.) Once the Dealer has resolved his card, everyone exposes their card to everyone at the table.
The player with the lowest-ranked card each hand must push one of their piles of coins into the pot. Suits have no bearing in breaking ties -- all players sharing the same lowest rank must push in a pile. Play continues, with each hand resulting in someone pushing in a pile. Once a player has pushed in their final stack, they exit the game. The winner of the match is that player with the last remaining pile in front of him, and he collects the entire pot.
Alternate Versions
- The game may be played with the king acting as a 'hand stopper', in the sense that if any player is dealt a King, all players lay their cards face up on the table, and the person holding the lowest card is the loser. In other words, no trading occurs if a King is dealt.
- Once a player has pushed in their final stack, they continue playing 'on honor' or 'on grace'. A player exits the game after losing a round in which he was 'on honor' or 'on grace'.
- The game may also be played with the highest card being the loser, instead of the lowest. But why do it that way?
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Strategy notes
- Typically, all players will attempt to trade a card ranking Four or lower; most players will trade a Five; and some players will trade a Six. Very few, if any, intelligent players will trade a Seven unless there are only 2 or 3 people left in play.
- An attentive player will make exception to the above note when, for example, he is forced to exchange away a Two, but has received a Three from his neighbor instead. Knowing that the player to their right is now stuck with a Two, there is no reason to trade the Three. In fact, it would be foolish to trade the Three, because you might receive an Ace, and then be lower than the halted player to your right.
- Some players erroneously believe that the Dealer maintains an advantage in this game; however, gaming analyst William 'Peep' Helms (Glenolden, Pennsylvania) has proven this not to be true, based on years' worth of statistical documentation.
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Type | Shedding-type |
---|---|
Players | 3+ |
Skills required | Tactics, Communication |
Cards | 108 |
Deck | Anglo-American |
Play | Clockwise and Counter-clockwise |
Card rank (highest to lowest) | A K Q J 10 9 8 7 6 5 4 3 2 |
Playing time | Various |
Random chance | Medium |
Related games | |
Mau Mau |
Screw Your Neighbour is a card game. It is an extreme variation of Crazy Eights for three or more players, which becomes everyone as a team playing against everyone as individuals. This happens due to switching hands during play and (sometimes) knowing what your opponent is holding. Table talk about the cards is discouraged. The object is to get rid of all your cards to a discard pile.
Play
Card Games Knock Your Neighbor
Use two 52 card decks plus 4 Jokers. Each player is dealt 8 cards and the rest of the cards are placed face down in the centre of the table. This becomes the draw pile. The top card is turned over to start a discard pile and determine opening suit. The dealer has the option of taking this card and adding it to their hand, then discard any card they chose.
Whether the card is left or a new card is played by the dealer, all special cards apply to this card. If an 8 is turned and left by the dealer, that card's suit will determine suit. If the next card played is a “Switch”, that player will take the next 8 cards and their hand goes to the bottom of the draw pile. If a Joker is turned, the dealer must pick it up, adding to their own hand and may discard any of their own cards to determine rank and suit.
Players discard their cards by matching rank or suit with the top card of the discard pile. If a player is unable to match the rank or suit of the top card of the discard pile and they don't have an 8, they draw a card from the stock pile. If that card is playable, they can discard it. If it is not, play goes to the next person.
If the stock pile runs out of cards, all active cards in the discard pile are removed and the remaining cards in the discard pile are reshuffled and serve as the new stock pile. The first player to get rid of all their cards is the winner.
Special Actions
- Match - A “Match” is 2 cards with the same rank and suit or Joker(s) (functions explained under “Special Cards”) and any other card in your hand at the same time. They can then be played at the same time as one play. The functions of the special cards are then doubled. If a player has only a “Match” left in their hand, they are not required to announce “Last Card” and they may go out on their next turn if it is playable.
- Switch - This is a card being played with the same rank and suit as the one on the top of the discard pile. That player must then switch their entire hand with the person who played the first card or trading any card in their hand for the Safe Card of that player. This cannot be done with a Joker.
- Safe Card - After the deal and before the top card is flipped, each player selects 1 card from their hand and lays it face down in front of them. You can look at and discard this card at any time but you cannot switch it with another card in your hand. After it is played or lost, you do not select another Safe Card. This card is safe from Black Aces, remaining in front of you after hands have been rotated. This card is NOT safe from a Natural Switch. After playing one of these, that player has the option of trading hands excluding the Safe Cards or trading the opponents Safe Card with any card they choose in their own hand before seeing the Safe Card. Discarding a Joker does not allow you to trade for the Safe Card. If this player does look at the Safe Card before selecting a card to give, the opponent then gets to blindly select one card from their hand including the newly acquired card. If this card becomes the 'Last Card' it is then held in your hand and is no longer protected from Black Aces.
Screw Your Neighbor Card Game Rules
Special Cards
- 2 - Next player picks up 2 and misses a turn. Playing more than one 2 in a row will require a draw equal to the sum of the cards (i.e. three 2s = six cards). Discarding a “Match” (one 2 and a Joker) will cause the next player to pick up 4 additional cards and miss 1 turn. A natural pair (2 - 2's of the same suit, no Jokers) gives the player the option of telling the next player to pick up all of the required cards and miss a turn OR the next 2 players to draw half of the cards each and both miss a turn. In the event of an odd number of cards to be picked up, the first player must take the extra card. Both players that are required to draw cards can play a Joker as a shield.
Screw Your Neighbor Card Game Instructions
- Note: Queen of spades can be combined with the 2 of Spades in a variation.
- 4 - Next player misses a turn. Discarding a “Match” causes the next 2 players to miss one turn. When 4's are discarded on other 4's, the number of active 4's represents the number of players that miss a turn, i.e. if a 4 is discarded on two 4's then the next 3 players miss a turn.
- Pair of 7's 'The Bomb' - If a player lays a natural pair of 7's (2-7's of the same suit and no joker), all other players must pick up 3 cards each in order of play and following the current direction of gameplay. Jokers cannot block this and no turns are missed. If a player has a natural pair of 7's in their hand they can choose to discard them and force the player that discarded the first pair of 7's to draw 3 cards.
- 8 - Can be played irrespective of the top card on the pile, and the player has the option of changing suit. Discarding a “Match” has no special function.
- Jack - Reverse direction of play. Playing a “Match” will result in play continuing in its current direction.
- Queen of Spades - Next player picks up 5 and misses a turn. Discarding a “Match” (one Queen of Spades and a Joker) will result in the next player picking up 10 cards and missing 1 turn. A natural pair (2 - Queens of the same suit, no Jokers) gives the player the option of telling the next player to pick up all of the required cards and miss a turn OR the next 2 players to draw half of the cards each and both miss a turn. In the event of an odd number of cards to be picked up, the first player must take the extra card. Both players that are required to draw cards can play a Joker as a shield.
- Note: Queen of Spades can be combined with the 2 of Spades in a variation.
- Kings - At any point during game play, if 3 natural Kings are played (discarding a pair counts as 2 kings) the next person to lay a card other than a natural King must draw one card for every consecutive King laid. If a player does not have a King, they may attempt to draw a card from the stock pile. If it is a King, they may discard it and play continues. If it is not a King, they must then discard a playable card before drawing the cards for the Kings.
- Black Aces - All players will pass their entire hand (excluding Safe Cards) in the direction of play to the next person. If a “Match” is played, hands will be passed 2 people away. The skipped players do not have an option of looking at the hands. Discarding a “Switch” will result in all hands being passed as well as trading hands with the person who played the first card. The person who played the second Ace decides in which order this is done.
- Red Aces - When dealing, the dealer selects a portion of the deck and deals from that. If after deal is complete and that dealer has +/- 2 or less cards left over, then the Red Aces are active for that hand and for the dealer only. When the dealer uses a Red Ace (when it is playable) they have the option of switching their hand with any other player in the game. Discarding a “Match” gives the dealer the option of doing this twice in one turn.
- Joker Wild card - Can be discarded alone at any time, becoming a “Switch” for the card that it was played on as well as taking on the special function of that card if any. It can also be discarded as a “Match” with any other playable card in your hand.
The Joker may also be used as a Shield. After an opponent plays a 2 or the Queen of Spades, instead of drawing the required cards, a player has the option of discarding a Joker, causing the previous player to draw the required cards. That Joker is then considered a shield only and is not used in increasing the draw amounts. Play continues to the next player as if the Joker were not there.
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Additional Rules
Screw Your Neighbor Card Game Ace
- Re-Shuffle Stock Pile - If the stock pile runs out of cards, it is the dealer's responsibility to shuffle the discard pile excluding any active cards. Once one of these new stock pile cards are required, the dealer then distributes one more card to each player except themself. No turns are missed and play continues.
- Passing - A player may choose not to use a playable card at any time and can draw from the stock. They can then discard the card they drew, a playable card that they already have in their hand or announce that they cannot play.
- Last Card - When a player has only 1 card remaining in their hand after a discard or if they acquire a single card from an opponent after switching hands, they must say “Last card”. If any other player points out that they did not announce “Last card”, the player with 1 card then draws 2 more cards.