The seven
Seven games. Why these seven.
We started with every card game ever invented and cut it down to the ones that work in real life. Below: each one, with full rules, strategy, and the origin story. Pick a game.

President
- Players
- 3–8
- Play
- 15 min
- Difficulty
- Medium
The party game.
Climb the hierarchy or get stuck as Scum. Plays loud, plays mean, and works best with a full table. The game everyone remembers losing.
How to play President →Speed
- Players
- 2
- Play
- 5 min
- Difficulty
- Easy
Pure reflex.
The fastest two-player card game ever invented. Slap cards down as fast as you can read them, and try not to be the one left holding cards.
How to play Speed →Crazy Eights
- Players
- 2–7
- Play
- 10 min
- Difficulty
- Easy
The universal game.
Everyone half-knows it. Now you’ll know it properly. Easy to teach, hard to put down — the warm-up game before the rest of the night.
How to play Crazy Eights →BS
- Players
- 3–6
- Play
- 15 min
- Difficulty
- Easy–Medium
The bluffing game.
Lie convincingly, call out liars confidently. Quick to learn, deeply social, and the only card game where reading faces matters more than reading cards.
How to play BS →Egyptian Ratscrew
- Players
- 2–6
- Play
- 15 min
- Difficulty
- Easy
Slap the pile, win the cards.
Simple, addictive, slightly violent. Reflex meets pattern recognition. The game that turns into a tournament every time it comes out.
How to play Egyptian Ratscrew →Kemps
- Players
- 4
- Play
- 20 min
- Difficulty
- Medium
Secret signals to your partner.
The most social game in the tin. Pair up, agree on a signal, then bluff the other team into missing the moment you have four of a kind.
How to play Kemps →Trash
- Players
- 2–4
- Play
- 20 min
- Difficulty
- Easy–Medium
Build your hand, level down, win.
The mellow strategic one. Quiet, considered, and surprisingly tense once you get down to the last two cards. The game for after dinner.
How to play Trash →
All seven, on waterproof cards, in a tin that fits in a pocket.
Get the tin — USD $19.95