President (card game)
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|Alternative name(s)||Scum, Asshole, Arsehole, Kings, Warlords and Scumbags, Scumbag, Capitalism, Janitor, Landlord, Rich Man Poor Man, and many others|
|Players||3–8; 9+ multiple decks|
|Cards||54 (2 Jokers)|
|Card rank (highest to lowest)||Joker, Deuce (2), Ace, King etc|
|Playing time||5–15 min.|
|Dai Hin Min|
President (also known as Scum, Kings, Warlords and Scumbags, Scumbag (the latter two names originating in Australia), Janitor, Kings and Assholes, Arsehole (in British English), Man of the House, Landlord, Rich Man Poor Man, and many other names) is an Americanized version of Dai Hin Min, a card game for three or more in which the players race to get rid of all of the cards in their hands in order to become President in the following round. It can also be played as a drinking game.
Gameplay is similar to Dai Hin Min, in which players attempt to get rid of their cards first. It is generally played as an aces-high game, although 2s are often played as being higher than aces (so that the 3 is the lowest card).
There may be many titles used by players during the game. Often, players move seats to sit in the order of their place, so as not to forget the order. There is generally at least a President, Vice President and Scum.
The rankings for four players are as follows:
- President – The winner of the previous round.
- Vice President ("VP") – Second place.
- Vice Scum (or other names) – Next-to-last place. (For example, in a seven-person game, Vice Scum is whoever placed sixth.)
- Scum (or other names) – Last place in the previous round.
The number of titles used depends on how many players are in the game. Common extra titles include the Secretary one level below VP, Citizens, Middle-men, Normals, Neutrals or Average Joes in between the high and low named ranks, and Clerk one level above Vice-Scum. Other ranking systems use the presidential line of succession. The Secretary and Clerk are generally only used with six or more players, and rules regarding card passing or drinks can be changed to accommodate these two positions as desired. A large and/or odd number of players generally calls for having at least one Average Joe, and there can be as many as needed.
The President (or the Scum in some versions) deals the cards, starting with himself and proceeding in order of player hierarchy from low to high until all cards are dealt. If the Scum is the dealer, this ensures that the President begins with the fewest number of cards if the hands are uneven.
- Single – a card that is played alone
- Double (Dub) – a pair of cards of the same value (ex. Two 5s are known as dub 5s)
- Triple (Trips) – three cards of the same value (ex. Three 5s are known as trip 5s)
- Quadruple (Quads) – four cards of the same value
- Clear/Table – when someone plays a hand and everyone else passes, it "clears" or "tables" to the person who played the hand. This person may lead with whatever hand they wish. Also, if a player gets rid of all of their cards, it clears to the next person who can beat the hand, or if no one can or doesn't wish to, it clears to the player after the one who got rid of their last card. In addition, some rules have a certain card (usually a 2 or joker or suicide king) as an automatic clear card.
- Hand – any valid play (single, dub, trip, quads, etc.)
- Kicker – a single card played with a four-of-a-kind to make it a bomb (in some variants)
- Bomb – A single card that can be played on any card(s) to clear the pile of cards (often 2, 10, or 4)
- Laser – having all four 2s
- Go Low - When a 8 is played and the person who played the card/s says "go low" the next person has to play a card lower than 8 or they have to pass.
- Quick Clear (Completion)– One or more cards that are suddenly played by a player, regardless if it was their turn, which are the remaining cards that can complete the cards on the table, which also clears the deck (Example: John plays two Queens, and Mary plays the other Queens, even though it wasn't her turn, and clears the deck). This is only allowed in a few variants.
- Sifflewitz (or to pull a Sifflewitz) - Where a player attempts to leave the game when in the Asshole/Scum seat. This will automatically generate a penalty card for attempting the move. Players are generally accepted as being able to leave the game when on Neutral position only.
- Farnzy (or to pull a Farnzy) - Directly related to the Sifflewitz move above, this is where the player has successfully left the game (normally through frustration) and has rejoined the game within 3 hands. Variations to the Sifflewitz/Farnzy combo include (but are not limited to) breaking a chair, throwing the deck of cards in ceiling fan, and moving to another room to eat macaroni and cheese.
How to play this game
The rules provided are merely one of many ways known to play the game; there are many different varieties with slight twists to the rules.
The person who is President (or the Scum in some versions) shuffles and deals the cards. All the cards are dealt as evenly as possible in clockwise rotation.
After cards are dealt, the Scum must hand over his best two cards to the President, while the Vice-Scum must hand over his best card to the Vice President. The President and Vice President then must hand back an equal number of any "junk" cards they do not want. (They are not obliged to pass back their lowest cards, but often do.)
Play in President is organized into tricks, much like Spades or Bridge. However, unlike those games, each trick can involve more than one card played by each player, and players do not have to play a card in a trick. Suits are irrelevant in President.
The player on the dealer's left begins by leading any number of cards of the same rank (1–4; 5 or more are possible with wildcards, jokers or multiple decks). The player on the left may then play an equal number of matching cards with a higher face value, or may pass. (In a few variants, it is permitted to play cards with an equal value as the last cards played. Doing so may skip the player next in order.) Note that the same number of cards as the lead must be played. If the leader starts with a pair, only pairs may be played on top of it. If three-of-a-kind is led, only three-of-a-kinds can be played on top of it. (There are notable exceptions among the many, many variants in this game.) The next player may do the same, and so on. This continues until all players pass (which may or may not be because the highest-value card has already been played).
Notes on game play:
- The ordering of the face values is a little different from most American card games – the deuce (2) is the highest value (besides the joker, if that card is used) and is unbeatable, though certain variants allow a single 2 to be topped by a pair of 2s. The ace is next highest, the King the next highest, etc. with the 3 being the lowest. A few variants allow a single deuce to be played on top of any other combination, but typically games require the same number of deuces to be played as were originally led. In a few variants, the 2 (and no other card) can be placed at any time, even if it is not the player's turn.
- When players pass, this does not limit them in any way from playing later, even during the same trick. This can be critical, because it is highly important to be the player who plays last on any given trick. (For instance, if Alice plays a queen, and Bob holds a king and a 2, he might not want to play either card right away. His king is likely to be taken by an ace, and his 2 would be "wasted" on a mere queen. After passing that opportunity, suppose Carol indeed plays an ace on top of that queen, and Alice passes. Bob might very well then consider it a good use of the 2 to take the trick. This leads to the removal of Carol's ace, perhaps making Bob's king a winner later on.) In some variants, however, a player actually cannot play on a trick in which he or she passed previously.
- Players can pass at any time, even if the player has cards that could be played.
- The number of cards that can be led to begin any trick is only dependent on the cards in the player's hand and his/her strategy. In a game with two decks, it is absolutely legal to start out a trick with, say, seven 5's. (In this case, obviously, seven 5's are only possible if the owner of those seven 5's is the one who begins the trick. This adds to the necessity to "capture" tricks by being the one to play the highest card.)
- Regardless if it is his/her turn, in variants that include "quick-clear"s, a player can complete the cards on the table by playing the remaining cards of the quadruple.
End of a round
When one player runs out of cards, he/she is out of play for the rest of the round, but the other players can continue to play to figure out the titles. A few versions hold that once a player goes out, players count remaining card values to establish titles, or simply count the number of cards remaining in each player's hand, and other versions have one player left with cards at the end.
When playing by traditional rules, once titles are decided, everyone needs to get up and move. The President is the dealer (or the Scum in some versions), and the players must rearrange themselves around them so that they are seated in order of rank, clockwise. Most American variants do not rearrange the seating of the players, so everyone plays in the same order each hand (though the President still leads the first trick).
The very first round of the game normally begins with whoever has the 3 of diamonds playing it, since there is no sitting President. If playing with more than four players and more than one deck of cards, another opener will be decided by the players. The 3 of diamonds may be played with other 3's. After the first round has determined player rank, subsequent hands are opened by the President.
President's choice and trading
After the President (or whoever deals) has dealt and everyone has received their decks, the players are able to trade cards with one another. In a group of four, the President gives two cards of his choice to Scum (who responds with his two very best), and the VP gives one card of her choosing to Vice Scum, who responds with her very best card. In some variants, the President may choose to allow a Black Market, in which any player can trade with any other player. When this happens, the President usually has a poor hand and needs better cards.
Certain variants allow for game-changing revolutions. If a player leads out with four of a kind, the hierarchy of all the cards will be reversed. For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after four of a kind is played it would be the reverse of that: 2,A,K,Q,J,10,9,8,7,6,5,4,3. If another four of a kind is played, the order would switch back. Revolutions are typically utilized in the game to create better balance and avoid having the same player remain in first position indefinitely.
- Durak, a similar game
- The Great Dalmuti, a commercial variation of President with a non-standard deck.