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Switch is a shedding game where players try to be the first to get rid of their cards. Switch is a popular British version of the game Crazy Eights and can be played by 2 to 12 players.
Switch is played with a standard deck of 52 playing cards. The dealer begins the game by passing out 5 cards face down to each player. The remaining deck is placed in the middle of the gameplay area to form the stock. After every player views their cards, the dealer draws the top card from the stock and flips it face up. If the top card is an Ace, the card is placed in the center of the stock and a new card is drawn.
Beginning with the person left of the dealer and moving clockwise, players try to play, or shed, their cards onto the pile started by the stock's top card. A player can get rid of a card if it is of the same suit or rank as the top card in the pile. A player can discard only 1 card on their turn. If a player cannot discard any of their cards, they must draw from the stock. If they can discard the drawn card, they can do so. If not, they must keep the card and the next player takes their turn.
When a player has one card left, they must say Knocking. Failure to do so means they must draw a card from the stock. This is not something that we support at CardzMania today.
The round ends after a player has discarded all of their cards.
After a player has discarded all of their cards, the remaining players must tally the cards in their hand. Cards are worth the following value:
When a player reaches 100 points, rounds of the game stop. The player who has the least amount of points at that time wins that game.
We support several customizable rules and options so you can play Switch exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players determine a set amount of points when the game ends.
Players determine a set amount of rounds (also known as hands or deals) that the game will go to (instead of the points selection above).
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Cards per player
Players can decide how many cards are distributed at the start of every round.
Players can decide whether to play with a standard 52 card deck or a 32 card deck (7 through Ace).
Players can decide which card is the wildcard. The card can be an 8, King, Jack or Ace.
Skip Power Card
Players can decide which card forces the next player to skip their turn, or players can disable this option.
Draw Power Card
Players can enable a card that forces the next player to draw two cards, unless they can play a card of the same rank. If they do so, the next player is obliged to pick up double the penalty cards or play a card of the same rank, and so on, until someone is forced to pick up the cards. This card can be set to 2,7 or Ace, or it can be disabled entirely.
Players can determine how many cards a Draw Power card requires from the next player. This can be set to 2 or 4.
Reverse Power Card
Players can decide which card reverses the direction of play. This card can be set to 9 or King, or it can be disabled entirely.
Suit Dump Power Card
Players can decide which card allows them to play any number of cards of the current suit. This card can be set to 7 or 10, or it can be disabled entirely.
Run Power Card
After playing this card, the player can play a run of cards of the current. This card can be set to 7 or 10, or it can be disabled entirely.
Set Power Combo
Players can enable the possibility of playing multiple cards of the same rank at once.
Suit Change Finish Allowed
Players can enable the possibility ending with the Suit Change power card .
Players can determine the number of times the discard pile can be reused to refresh the draw pile. This can be set to 1, 2, 3, 4 or 5, or it can be disabled entirely.
Players can determine if the discard pile is shuffled before refreshing the draw pile.
Players can determine the maximum number of cards that can be drawn from the deck in one turn.
Jack Power Cards
Playing a Black Jack forces the next player to pick up 4 cards, unless that player can play a Red Jack.
Black Queen Power Card
After playing the Black Queen, the player swaps their hand with the next player.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
As the name implies, Solitaire games are typically games that one can play alone. Solitaire begins by building a grid of cards called a Tableau. The Tableau, or Cascade, is a set of 7 piles of overlapping cards. The first pile has 1 card, the second pile has 2 cards, and so on. Only the bottom card in each pile is facing upward. The remaining deck forms the discard and draw piles. The goal of solitaire games is to move cards from the tableau, discard, and draw piles into four suited piles (called the foundations) in ascending order (Ace to King).
Trick Taking Games
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
Rummy games are typically played in teams of two where players try to play their cards, or meld them, in groups of a kind or in sequences of a suit. Rummy games often contain the joker and wildcards (Ace and 2) to help make melding easier. Depending on the type of meld made, teams receive a certain number of points. After a player lays off all of their cards, the game ends and the team with the most points wins.
Betting games typically center around having the highest ranked hand in a group of players. Before the hands are dealt, betting games normally require an ante, or an initial bet that starts the pot, or the winner's prize. After receiving their cards, players make bets over who has the highest ranked hand. Players do not need to bet according to their real hand; they can bluff, or lie, in hopes that other players fold from the game rather than challenge their hand. Either the last player betting or the player with the highest hand between the last players betting, wins the pot of bets.
Climbing games typically center around players getting rid of their cards as fast as they can. Each climbing game has its own rules for discarding cards and its own implications for getting rid of your cards first. Some games run on a points system where the player who gets rid of their cards first gets the most points. Other games run on a ranking system where the player who gets rid of their cards first is in a better position for the next round.
Classic games vary to a great degree in terms of rules and objectives. A thread that binds them all is their simplicity and age. Classic games are typically easy enough for young children to play them and have typically been around for many years.
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