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Everything you need to know about Crates

Crates is a card game played by anywhere between two and four players. It was invented in the 1970s in Cambridge, Massachusetts, and is derived from Crazy Eights; in fact, the name Crates is derived from Crazy Eights itself. Crates is similar to the marketed game Uno, which has its own specialized deck, and many cards assume the functions of Uno's specialized cards.

 

Basic Principles

 

A standard deck of 52 playing cards is used. To determine the first dealer, cards may be drawn from the deck by each player; whoever drew the lowest card then proceeds with the first deal.

 

A game consists of 15 hands; in the first hand, 8 cards are dealt to each player. In the second hand, 7 cards are dealt.  In the third hand, 6 cards are dealt and so on until the eighth hand, when only one card is dealt to each player. Following this, each hand increases the number of cards dealt to each player by one, until the fifteenth hand, in which 8 cards are dealt.

 

In each hand, the deal and play begins to the left; however, over the course of a hand, this may change. Following the deal, the remaining cards known as "the stockpile" are placed at the center of the table, and the top card is turned over by the dealer, at which point the player to the left of the dealer begins play for the hand.

 

The Play of the Game

 

The first card, and every card thereafter, determines a special function for the next player to follow. The card turned up is treated as being played by the dealer and follows with whatever function it serves in play before the next player has their turn.

 

In each player's turn, they may play a card of either the same suit or the same rank as the card on the top of the discard pile, or an eight or nine, which are considered wild cards. If a player cannot play a card, then they must draw one card from the stock and play then proceeds to the next player. An exception to this style of play happens during the count, which is explained in further detail below. Following each card's play, its action is taken before the next player has their turn.

 

At any time when a player reduces their hand to one card, they must say "last card". Failure to do so results in the forfeiting of their next turn and having to draw two cards instead.  Another player must recognize and call out the player on last card.  The rule is "say it before you play it".  If the hand ends before the "caught" player has a turn, that player is still awarded two cards from the top of the deck and any shuffle pressure penalties are assessed if applicable.

 

Each hand ends when any player plays their final card; referred to as going out. However, if this happens during "the count", play continues as usual until the count ends normally.  If all players have a count card, then the player who was out can be brought back into the hand, draw the required number of cards and the hand shall continue.  Also, the effects of the other cards are resolved before the hand ends, so if the last card played is a five or seven, players impacted must draw a card before scoring, and the hand ends.

 

Scoring of the Cards & Functions of the Cards for 4 Players

 

Upon the completion of a hand, the person who gets rid of their last card; referred to as going out, gets 0 points. The remaining players then add points to their score based on the cards remaining in their hand according to the following point values.  Use the chart to count the points left over in the hand when a player goes out.

Following the play of each card, a special action is taken depending on the rank of the card played. This includes the card turned up by the dealer. The functions of each card are shown on the chart depending on the number of players participating in the game:

 

Card     Scoring         Function of the Cards

Ace       1 Point         Nothing unless used to continue "the count"

  2        20 Points       Starts "the count"

  3         3 or -50        No function but has special scoring privileges

  4        15 Points       Skips the next player

  5        30 Points       Every player draws a card 

  6        30 Points       Player gets to take another turn

  7        20 Points       Player across the table takes one card before the next turn is made

  8        50 Points       Wild Card; option to call any suit of their choice.  

  9        30 Points       Wild Card; option to change the suit of the same color.  

 10       25 Points       Reverse the direction of the play

JQK    10 Points        No effect on the play

Wild Cards (8's & 9's) can be played on any card at any time except during the count.  9's can only be used to change the suit based on the card it covers.  For example, a 9 of clubs played on a 4 of hearts provides the player the option to call diamonds or keep hearts.   The same can be said when playing a 9 of diamonds on a 7 of spades.  Player may choose clubs or keep spades.

 

At the end of the game, the player with the lowest cumulative point total is declared the winner.

The Count

 

If a two is played (including turned up by the dealer), "the count" begins, starting at a value of two. Each player must then play either an ace or a two, increasing the value of the count by either one or two, depending on the card played. If a player cannot play an ace or two at this stage, they draw cards from the stock equating to the count value, and normal play resumes with the next player in sequence.

 

Scoring Threes

 

A three left in the hand at the end of play scores 3 points, if it is used to cancel out another card in the player's hand. An eight may not, however, have its point value reduced.

 

Example: In a hand containing A, 3, 3, 6, 7, 9, K, the threes may be used to cancel out the point values of the 6 and 9 (as they're the highest scoring cards remaining), and therefore it counts 1 + 3 + 3 + 20 + 10, or 37 points. If a hand is left with only threes at the end of play, each three subtracts 50 points from the player's score.  We refer to this as a Home Run.

 

Shuffle Pressures

 

If a player has to draw a card, but the stock is exhausted, they must then shuffle the cards remaining in the discard pile (except for the top card) and be subject to a shuffle pressure penalty. The first shuffle pressure adds 5 points to the player's score, and every shuffle pressure following doubles the score of the last one; for instance, the second shuffle pressure adds 10 points, the third 20 points, and so on. The penalties for the shuffle pressures are independent for each player, and double throughout the game.

 

Scoring Shuffle Pressures

1st - 5 Points

2nd - 10 Points

3rd - 20 Points

4th - 40 Points

5th - 80 Points

6th - 160 Points

7th and beyond...continue to double the points.

 

 

If a player has to draw a card, but there are no cards in the draw pile and no cards in the play pile (except for the top card), then they get a shuffle pressure, and the round ends immediately.  This is very unlikely to ever happen.

 

Respect the Game

 

  • Whether playing with family or friends, do your best to win the game and demonstrate good sportsmanship if you lose. 

  • Follow the game, learn what the cards do and be ready to play when it is your turn.

  • Learn the scoring system.  It will help you to develop strategies on which cards to play to minimize the points in your hand if another player is on “last card”.

  • Always try to get the leader with points when you aren’t the leader.  Players can work together to skip, reverse, start the count, and otherwise put cards and points in the hand of the leader.

  • Be aware of the cards left in the stock.  Shuffle pressures are a good way to give points to other players.

  • Try to save your threes.  They can cancel points in your hand if another player goes out.  However, you must play a three if you have no other available cards to play.

  • There are so many more strategies that can work, but you’ll have to learn them through playing.  Experienced players rarely make the same mistake twice. 

  • The game is meant to bring people together to have fun.  No two games are the same so don’t give up on playing if you have a really bad game.  Have a sense of humor.  Everyone gets good cards and bad cards throughout the game.

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