Idiot Variations and House Rules
Idiot has been passed from hand to hand for generations, mostly by word of mouth, so almost every family plays it a little differently. Some call it Palace, some call it Shed, and the special cards change from one kitchen table to the next. Our game plays a common, simple set of rules (described on the rules page) and lets you switch on two popular house rules in Settings. The rest of this page describes other variations you may meet.
House Rules You Can Choose in Our Game
After a 7, play a 7 or lower
With this rule, a 7 turns the game upside down for one turn: the next player must play a 7 or lower instead of higher. A 2 is still fine (it is lower anyway), and a 10 can still burn the pile. Once a card goes on top of the 7, the usual "equal or higher" rule is back.
Why families like it: it gives low cards a second life. A hand of 3s and 4s, which would normally be stuck on a high pile, can sneak out after a 7. It also makes a 7 a handy blocking card against a player holding only Kings and Aces.
The 3 is see-through
With this rule, a 3 may be played on anything, and it is "invisible": the next player ignores it and plays to the card underneath. If a 9 is under the 3, the next player still needs a 9 or higher. A 3 on an empty pile, or on a 2, leaves the pile wide open. Four 3s in a row still burn the pile.
Why families like it: the 3 becomes a way to pass your turn without making the pile any easier or harder for the next player. It is a defensive card: useful when you cannot or will not beat the top card.
Other Variations
Different special cards
The 2 and the 10 are the most common special cards, but not the only ones. Some families make the 8 a skip card (the next player misses a turn) or a "reverse" that turns the direction of play around. Others give the Jack or the Queen a power. A few tables play the 10 as "burn, but the next player goes", rather than "burn and play again". If you switch any of these on at home, agree on them before the deal.
Who starts
We let the player on the dealer's left start. Many families instead let whoever holds the lowest card in their hand (usually a 3 or a 4) start, and some insist that the first play must include that card.
Playing with more players
With five or more players, shuffle two decks together. Four of a kind can then come from eight possible cards, and burns happen more often. Some tables raise the hand and table cards to four each with a small group.
Table cards
- Mixing zones. Some families let you play your last hand card together with a matching face-up card, for example your last 6 and a face-up 6 in the same turn. We keep hand and face-up cards separate.
- Face-down peeking. A gentler rule lets players look at their face-down cards before the swap, and even swap them. That makes the game less of a gamble at the end.
- Picking up face-up cards. In some homes, a player who must pick up while on face-up cards also takes one face-up card into the hand. In ours, only the pile is picked up.
Must you play if you can?
Our game lets you pick up the pile whenever it has cards, even if you could play. Some families say you must play if you are able. It makes little difference for most players, since picking up by choice is rarely wise.
Keeping score
Idiot is usually played for bragging rights: whoever is the Idiot deals the next game, or has to wear a silly hat, or simply hears about it until supper. Our game keeps a running tally of how many times each player has been the Idiot during your sitting. Some families play to a set number of games and crown the player with the fewest Idiot hands.
Find the Rules That Suit You
Try a few games with the standard rules, then switch on the 7 rule or the see-through 3 in Settings and see which you prefer. Whatever you choose, the heart of Idiot stays the same: play equal or higher, save your 2s and 10s, and don't be the last one holding cards. The strategy guide has tips for every stage of the game, and if you like shedding games, Crazy Eights and Switch are worth a try.