How to play & deck guide
CLASSIC PLAYING CARDS — NAVY EDITION WHAT IS INCLUDED 55 cards: the standard 52-card deck (A, 2–10, J, Q, K in spades, hearts, clubs and diamonds), one black joker, one red joker, and one game guide, packed in a custom printed tuck box. All 55 cards have the same navy ornamental back. Memory and War are printed on the guide; full rules for those games and Crazy Eights are below. Before any of the three games below, set aside both jokers and the guide. These are the house versions for this deck; agree on any other house rules before dealing. No chips, counters or extra equipment are required. MEMORY — 2–4 PLAYERS Goal: collect the most matching pairs. Setup: shuffle all 52 cards and lay them face down in a grid, without overlapping. Choose a starting player; turns then pass to the left. Turn: reveal two cards so everyone can see them. A pair must match BOTH rank and color: for example, the 7 of hearts pairs with the 7 of diamonds; the 7 of spades pairs with the 7 of clubs. Keep a matching pair and take another turn. If they do not match, return both face down to their original places and pass left. End: when all 26 pairs have been collected, count pairs. Most pairs wins; tied players share the victory. WAR — 2 PLAYERS Goal: win all 52 cards. Setup: shuffle and deal 26 cards face down to each player. Keep your cards in a face-down pile; do not look through it. Turn: simultaneously flip your top card. The higher rank wins both cards and puts them face down under their own pile. Rank order is A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Suits do not matter. Ties: each player adds one card face down, then one face up. Compare the new face-up cards. The higher card wins ALL cards in the battle, including the original tie and face-down cards. Repeat this procedure while the face-up cards remain tied. Short piles: if a player cannot contribute the required two cards during a tie, that player loses the game. If neither player can contribute two, the game is a draw. End: a player who wins all 52 cards wins. War can run for a long time; players may jointly stop an unfinished game as a draw. CRAZY EIGHTS — 2–6 PLAYERS Goal: be first to empty your hand. Setup: choose a dealer and shuffle. Deal 7 cards each for two players, or 5 each for three to six players. Put the rest face down as the stock. Turn the top stock card face up to start a discard pile. If it is an 8, place it beneath the stock and turn another card; repeat until the starting card is not an 8. Turn: start with the player left of the dealer and move clockwise. Play ONE card matching the top discard's rank or suit. An 8 can be played on any card: name the suit the next player must match. That next player may instead play another 8 and name a new suit. An 8 has no fixed suit while it is the top discard; the named suit controls the next play. No other cards have special effects. Drawing: if you cannot play, draw one card. Play it immediately if legal; otherwise keep it and pass. If you can play from your hand, you must play rather than draw. Empty stock: shuffle all discards except the current top card to form a new stock. If no stock can be formed, a player who cannot play passes. If everyone passes in succession with no stock, the player with the fewest cards wins; ties share victory. End: the first player to empty their hand wins immediately, including by playing an 8 as their last card. There is no cumulative point scoring in this version. DESIGN Original vector artwork designed with Codex for CardGameCreator AI Studio: traditional red and black suits, mirrored court figures, two distinct jokers, and a navy-and-gold ornamental back. No third-party card images or company logos are used. This listing contains 55 cards and a custom printed tuck box.
