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Feral Worlds: Tabletop Games · Card Games · Classic rules

Big Two

Empty your hand. Twos are high.

Feral Worlds

Setup

  • Players: four: you and three bots, each playing for yourself.
  • Cards: a standard 52-card deck, 13 cards each.
  • Rank: from low to high: 3, 4 … King, Ace, 2. Suits: diamonds, clubs, hearts, spades.
  • First play: the holder of the 3 of Diamonds leads, and the play must include it.

How to play

  1. 1Lead a play. Play one card, a pair, three of a kind, or a five-card hand: a straight, flush, full house, four of a kind plus a card, or a straight flush.
  2. 2Beat it. The next player must play the same number of cards, and a higher hand. Or pass.
  3. 3Five-card hands. A straight beats nothing but a lower straight. A flush beats any straight, a full house any flush, four of a kind any full house, and a straight flush beats everything.
  4. 4Take control. When everybody else passes, the last player to play leads anything they like.
  5. 5Go out. The first player to play their last card wins the hand.
  6. 6Pay for your cards. Everyone else scores a penalty point for each card they still hold.

Winning

After the last hand, the lowest penalty total wins. Our Quick game plays 3 hands and the Full game plays 7.

Scoring

At the end of a handPenalty
Out of cards first0
Each card left, up to 91 each
Ten to twelve cards left2 each
All thirteen cards left3 each

Our Classic rules: suits break ties, straights run 3 up to 2 without going round the corner, and the lowest total wins. Some tables score by pointing money, or let a straight go round the corner; those are house rules.

Key terms

Big Two:
The 2, the highest card in the game. Also the name of the game.
Pair:
Two cards of the same number.
Straight:
Five cards in a row, in any suits, from 3 up to 2.
Flush:
Five cards of one suit.
Full house:
Three of one number and two of another.
Control:
The right to lead anything, after everyone else passes.
Pass:
Declining to play. You can pass any time there is a play to beat.