Pick up two
Draw 2.
Lose the turn.
The next player takes two cards and gets skipped.
The official house rules · Read before touching
Get rid of your cards. Make the right calls. The last player holding cards loses and deals the next round.
Start with the dealAt a glance
Opening ritual
The dealer gives every player seven cards. Nobody except the dealer touches their packet before the count ends.
After the dealer's count, everyone grabs their packet and looks for a 10.
The first player to put a 10 on the discard pile opens the game.
If no starting hand has a 10, the player after the dealer draws first.
Your turn
Play a card that matches the active suit or the rank on top of the pile.
The cards that start arguments
Pick up two
The next player takes two cards and gets skipped.
Take a chance
Play one 4 to pass the trouble on, or draw a chance card. A fresh 4 goes straight onto the pile. Anything else means picking up four cards, then continuing your turn.
Wild card
An 8 ignores the current card. Name the suit that must be matched next.
Skip
Play continues with the player after them.
Reverse
Play changes direction. With two players left, the Ace skips the opponent and you play again.
The bridge
The King of Hearts can land on anything, but you must place another card on top of it in the same play. You may add more cards if they share that card's rank. During a 4-chain, bridge to exactly one 4.
Do not forget the words
When a play takes you from two cards to one or none, call Olsen. When the play empties your hand, call Piss Olsen too.
Miss a required call and you draw one fjommer card for each mistake. In Normal mode, a false call also earns one.
How it ends
Players leave the round as they empty their hands. Keep playing until one person still has cards.
If your final card is a 4, you are not safely out until the 4-chain settles. The final player holding cards is Piss Olsen and deals the next round.
Illegal actions are disabled while you learn.
The table lets you make mistakes. Illegal plays, premature passes, extra draws, false calls, and the wrong opening card each cost a fjommer card.
You know enough to be dangerous.