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Crazy Old Fish War

Crazy Old Fish War Rulebook

Table of Contents

Table of Contents

  • Game Start
  • How to win
  • Special Cards
  • Ending the Round
  • On your turn: Match!
  • If you don't have a matching card
    • War
    • Go Fish
  • Special cards in war

Game Start

  1. Shuffle the deck.
  2. Deal 7 cards to each player.
  3. Put the rest of the cards in a pile, face down, in the middle. This is the draw pile.
  4. Turn over the top card of the draw pile.
  5. The player to the dealer's left takes the first turn and play continues clockwise.

How to win

Get rid of the cards from your hand by playing matching cards onto the play pile each turn. If you can't match a card, you'll have to Go Fish or declare War! The first player to get rid of ALL their cards wins the round, and the first to win 3 rounds wins the game!

Special Cards

Crazy 8s: Crazy 8s are wildcards that match the colour of any car. When you play a Crazy 8, choose a color to continue play.

Old Mermaids: Old Mermaids are wildcards that match the color of any card. When you play an Old Mermaid, choose the color that continues play AND draw 5 cards from the draw pile.

Note: the source prints "any car" in the Crazy 8s entry; it is read as "any card".

Ending the Round

When you are down to your FINAL card, shout out the name of nay fish to let the other players know you've only got one card left! (It can't be a fish someone's said before.) The round ends when one player runs out of cards. This player winds the round. The first player to win 3 rounds wins the game.

Note: the source prints "nay fish" and "winds the round"; these are read as "any fish" and "wins the round".

On your turn: Match!

Play a card that matches the color or number of the card on top of the play pile.

For example, if the card on top of the play pile is a green 6, you could play any other green card OR any card with a 6 on it.

IMPORTANT! IF you have a matching card you must play it! This includes special cards. Put a card on top of the play pile. Your turn is over.

If you don't have a matching card

If you don't have a matching card you MUST:

War

Challenge another player to a war.

  1. Choose another player and declare "War!"
  2. Both put a card from your hand face down in front of you.
  3. Flip them over at the same time. The highest number wins!
  4. Winner: put your card onto the play pile. Loser: put your card back into your hand and draw another card.
  5. If there's a tie:
    • Leave the tied cards on the table in front of you.
    • Repeat steps 2 and 3 until someone wins. If you run of of cards, take cards from the draw pile until one of you gets the highest number.

Winner: put your winning card onto the play pile.

Loser: put all of the tied cards into your card and take one from the draw pile!

Note: the source prints "run of of cards" and "into your card"; these are read as "run out of cards" and "into your hand".

Go Fish

Ask a player of your choice for a matching card.

  1. If they have one, they must give it to you. (Including Crazy 8 and Old Mermaid cards.) If they have more than one, they can choose which one they give you.
  2. Play the card immediately. If it's a Crazy 8, choose the color that continues play. If it's an Old Mermaid, play it AND draw 5 cards from the draw pile.
  3. If they don't have a matching card, take a card from the draw pile and add it to your hand. You can't use this card until your next turn, even if it matches.

Special cards in war

Old Mermaids:

  1. You cannot play an Old Mermaid if you started the war, only if you are challenged.
  2. An Old Mermaid automatically wins the war!
    • Winner: put the Old Mermaid onto the play pile.
    • Loser: put your cards back into your hand and draw one from the pile. If there are any tied cards, put these into your hand too.
  3. If both players play an Old Mermaid at the same time, they cancel each other out and both cards go onto the play pile.

Crazy 8s: Crazy 8s do not count as special cards during a war - they count as the number 8.