
Est. cardroom · 1983 spirit
Seven games.
One tin.
No phone.
Bring your own deck.
The card games worth knowing, written down properly, on waterproof cards in a tin that fits your pocket.
Inside the tin
Everything you need. Nothing you don’t.
Seven illustrated cards covering the seven card games most worth playing — from quick two-player rounds to games for a full table. Each card teaches the game in under two minutes. No score-keeping. No extra pieces. No setup. Just shuffle and play.
The seven
Seven games, chosen on purpose.
We didn’t put every card game ever invented in this tin. We put the seven that work — anywhere, with anyone, in any mood. Two-player or eight-player. Five minutes or forty. Rowdy or quiet. The games that earn their place when the cards come out.
President
3–8 · 15 minThe party game.
Speed
2 · 5 minPure reflex.
Crazy Eights
2–7 · 10 minThe universal game.
BS
3–6 · 15 minThe bluffing game.
Egyptian Ratscrew
2–6 · 15 minSlap the pile, win the cards.
Kemps
4 · 20 minSecret signals to your partner.
Trash
2–4 · 20 minBuild your hand, level down, win.

Built for the bag
Plays in tents, on tray tables, on picnic blankets, in the back of a car.
Waterproof PVC cards. A tin that takes a beating. Slim enough for a coat pocket, sturdy enough for a backpack pouch. Built for the moments when someone says “anyone got cards?”
The napkin theory
Because nobody remembers how to play Bastard.
This started at a cabin, with four people, one deck of cards, and zero memory of the rules of any game beyond Snap. Forty minutes of arguing later, we started writing the rules down on the back of a napkin. House Rules is the napkin, made properly.
Read the full story →
Twenty bucks. Lasts forever.
One small tin in your bag means you’re never the person who suggested cards and couldn’t remember a single game. Ships within one business day, anywhere in the US and Canada.
Add to cart — USD $19.95