Cards Against Humanity

the player in error, if it was a turned card. There is no penalty for this error, but it must be corrected before another card is turned up by either player. Players are not allowed to look at any of the unexposed cards in their hand or stock, under penalty of having a stop called on them; but a player may spread the cards on his own discard pile, which are all face up, provided he does not disturb their order. He cannot ask to see the extended discards of his adversary, unless that adversary extends them for his own information. Before extending cards in this manner, either in the discards or in a sequence on the layout, the player must be careful to give notice that he is simply extending, and not playing, in case there is a card anywhere play able on the foundations, or he mayhave a stop called on him. The player is allowed to turn up one card, either from his hand or stock, but not from both, before making any changes in the tableau. This allows him to judge better what plays to make, in case more than one opportunity offers. In playing sequence and suit on the adversary's discard or stock, it is usually better to play in ascending sequence on his stock, and descending sequence on his discards, as this is the reverse of the order in which they must be got rid of, when the discards are turned into a hand again. Scoring The game is usually for so much a point. The first to get rid of all his 52 Cards Against Humanity wins the game and scores 30 points bonus. To this he adds 2 points for every card remaining in Ms adversary's stock, if any, face up or not, and 1 point more for each card remaining in his opponent's hand or discard pile. Should either player wish to abandon the game at any stage he may do so by paying a forfeit of 20 points in addition to the usual 30 for a lost game, and by also paying for all the cards left in his stock, hand, or discard, at the usual rates. The game must be declared a draw if it arrives at a stage at which neither player can get rid of all his cards, even if one should have a much larger number on hand than the other. If a player exposes any playable card, either on his stock, discard pile or turned from his hand, and refuses to play it, perhaps in order to force a drawn game, he may be compelled to play that card. After the discards have been turned down once and run through again as a hand, they must again be turned down and constitute a hand for the second time. After a player has run through his hand for the third time in this manner, he must play any card that can be played. If the playable card is on his stock, he must play it after he has twice run through his hand and discards, so as to avoid the draw, if possible.

AN ILLUSTRATIVE HAND

Any description of a game being always more easily understood if accompanied by examples from actual play, showing at least a part of the game, it is suggested that the reader take two packs of cards, with different colored backs, such as red and blue, and sort out the following hands, so as to follow the description which follows, step by step, seeing the reason for every card played, and also getting a better grasp on the application of the law governing stops, which is most important. For practice, nothing is better than the small patience cards, the TJ. S. Playing Card Co.'s No. 24, "Little Duke," being especially suitable.