President (game)

President (also known as Asshole,Poison, Capitalism, Presidents and Assholes (P&A), Kings and Assholes, The Great Dalmuti, Janitor, Warlords and Scumbags, Scum, or Revolution) is a card game for 3 or more in which players race to get rid of all their cards. The game is popular with people of all ages, from children to adults. It is often played as a raucous and irreverent drinking game.

Contents

Cards

The game is usually played with a single deck of playing cards, although with more than five players two decks can be used. Suit does not generally matter, but cards hold their usual heirarchical ranks — except that, traditionally, Twos rank above Aces, which themselves rank above Kings, leaving Threes as the lowest cards (some variants use a joker as the highest card). The high card is often called a nuke.

Each player privately views the cards he has been dealt. The goal is to discard every card as quickly as possible. Gameplay proceeds clockwise, with each player laying down one or more cards that beat the cards that the previous player layed down. Cards are played face up for all to see. Players are not required to play cards with a consecutive rank; for instance, a player is under no obligation to follow a play of a Four with a Five — he/she may skip to Six, or to a Queen, or may pass altogether, even if able to play.

Two or more cards of the same rank may be combined to make a more powerful hand, in a manner similar to pairs in poker. Any pair can beat a single card, no matter their numerical relationship; likewise triples can beat pairs and so forth. For instance, three 4s beats two 8s, which in turn beats a Queen. In some variants of the game, a stricter rule states that once any number of Fives (for instance) has been played, no combination of Fours may be played until the current round is over.

Depending on the variant, there are often, furthermore, special rules regarding the 2s. In some variants, a single 2 can beat any pair (as well as any single card), while a pair of 2s can beat any triple, and so forth. Some variants consider a single 2 powerful enough to beat even four aces (although, if horizontal moves, as described below, are permitted, a pair of twos can beat a single two). Variations that use the "2 Clears" rule (below) treat the 2 as a special card (instead of the joker) which is used to end a round of play.

Examples

  • Under all rules, a single 2 beats a single 10
  • Under all rules, a pair of Aces beat a pair of Jacks

Player titles

The first player to run out of cards is awarded a title, such as "President" or "King." The last player to run out of cards is called the "Asshole" or "Scum." With five or more players the hierarchy is rounded out by a "Vice-President" or "Queen", and a "Vice-Asshole" or "2nd Scum" (note that 2nd Scum is a higher rank than Scum). With more than four players the middle-ranks are often called "neutral". When played as a drinking game, the President is often given broad powers (see the section on Presidential powers, below).

Dealing

Each hand begins with the shuffled deck of cards being dealt out evenly to each of the players (in each hand but the first, the Asshole should shuffle and deal). The dealer deals cards to the players until the deck is exhausted. This often leaves some players with more cards than others. While in some games this is just considered the luck of the draw, other rules might require that extra cards be dealt to the lowest-ranking players or discarded altogether. Some variations deal each player a fixed number of cards, such as seven, but more often the number of cards dealt is determined by the number of players. After the deal, in any hand except the first, there might be a settlement of cards depending on the players' order of finish in the last hand. The President exchanges a set number of cards (2) with the Asshole. The Asshole must give the President his highest (most valuable) cards (pairing need not be considered), however the President may give the Asshole any cards he wants to give. Other exchanges also take place between the Vice-President and Vice-Asshole depending on the variant and the number of players. In some variants, players do not exchange cards at all.

Play

In the first hand, the person with the lowest card (usually the 3 of clubs) leads. In subsequent hands, the 3 of clubs may again start, or the Asshole (or in some variants the President) leads, or the player to the left of the dealer leads. Play then proceeds in a clockwise manner, with each player required to play a higher card or card combination than the last. A player may elect not to play, even if he is able to (in drinking game rules, this would cost that player a drink). Each hand consists of many rounds, with the played cards being cleared from the table after each round. The player who ends a round gets to start next round by laying down any card or pair combo.

There are a few ways to end a round, depending on the variation being played. In any variation of the game, when a player lays down cards that no other player at the table can (or chooses to) beat, the round ends and the cards are cleared. In some versions, a single joker can be played to end a round, and the player who dealt the joker may then lay down any card to start the next round. In the "2 Clears" variant, the 2 is used as the round-ending card instead of the joker.

The first player to get rid of all of his cards becomes the President for the next hand. Play continues until only one player is left with cards in his hand; that player becomes the Asshole for the next hand.

Scoring

If point scoring is used, players are usually awarded points at the end of each hand based upon how they finished (with the Asshole receiving the least number of points). Often the game is played without scoring, but rather with players required to drink from an alcoholic beverage during or after each hand. Players who do poorly, such as the Asshole, generally have to drink more. Some variants keep the drinks flowing by requiring players to take a drink any time they must pass because they cannot (or choose not to) beat the last hand layed down on the table (since the Asshole has likely been forced to pass a lot, and is in the hand until the very end, he will have likely taken more drinks than any other player). Other variants may prescribe drinks at the end of each round, based on the rank each player achieved (with the Asshole drinking the most).

Optional rules

Preview Hands

After the first round, the cards are dealt into piles equal to the number of players, but not given to any particular player. The last card dealt in each pile is turned face up. Each player chooses one of the piles in order of rank (i.e. the President chooses first, followed by the Vice-President, etc.). This allows the President to be guarnateed that at least one of their cards is of a reasonably high rank; usually a 2 if available. Tactics for picking the "best" pile include picking a pile in which the 3 of clubs is revealed if the rules state that that card always starts, or picking a pile with one fewer card in it if the deck could not be dealt perfectly evenly.

Skip rule

When a card is played that matches the rank of the previously played card, the next player is forced to pass. For example, if the ten of hearts is played on the ten of clubs, the next player is skipped, even if he wished to play a Jack. This rule also applies when a pair is played on a pair of the same rank. However, this would not apply if a single 5, for instance, is followed by two 5s; the second hand has to be the same rank as the previous hand in order to invoke a skip. In drinking game rules, the skipped player must take a drink.

The skip rule allows one unusual situation: If only 2 players remain, skipping a player ends the round. For example, a six has just been played by player B. Player A has two sixes and a seven. Player B has an eight. Player A may now play a six, forcing player B to skip. This ends the round. Player A may start the new round by playing another six. However, this does not cause player B to skip again, because the end of the previous round removed the six from the table. Notice that player A would have been able to avoid becoming Asshole if he could force player B to skip twice.

2 Clears

In the 2 Clears variant, a player may put down a 2 card in order to end the round and start a new one. A single 2 is all that's needed, and it can be played regardless of the rank of the cards on the table. After clearing the cards on the table with the 2, the player that played the 2 starts the next round by playing the card(s) of his choice. Playing more than a single 2 card at a time has no benefit, and is rarely desirable unless a player only has 2 cards remaining in his hand. This variant generally doesn't use the joker cards, which are used by other variants to clear the cards and end a round. Note that a deck only has two jokers, but four 2s, so this variant puts more "clearing" cards into the game.

Poker hands

In addition to playing multiples of the same card, you are allowed to play any 5-card poker hand. This includes straight, flush, full house, etc.

Suit ranks count

Ordinarily, the suits do not matter. Optionally, suits rank in alphabetical order, same as in Bridge. That is, from lowest to highest: clubs, diamonds, hearts and spades. So, the ten of spades may be played on the ten of diamonds, but the ten of clubs may not be played on the ten of diamonds. Of course, the jack of clubs may still be played on the ten of diamonds.

Change seats after every round

After every round, the seating changes, based on the order of finish in the prior round. The President gets the most comfortable chair. The Vice-President sits to his left, and so on, until the Asshole sits to the President's right, in the least comfortable chair. Since the President plays first, this gives a slight advantage to the players seated to the President's left.

Must match previous type

If the last person played a single card, then all plays for the rest of the round must be a single card. For example, a pair of eights may not be played on a seven. Similarly, three jacks may not be played on a pair of sixes; a player with three jacks must decide whether to split up his/her triple or not. The player who starts a new round (after all other players pass) may play anything he chooses.

Social rule (or Socialism, or Random Socials)

A "social" occurs any time four cards of the same rank are on the table consecutively. When this happens, players often yell "SOCIAL", and in drinking game versions everybody takes a drink (even the person who layed down the fourth card, since it is, afterall, a "social"). Sometimes this will just happen using the normal game mechanics, for instance: A player will lay down two 7s, and then the next player will lay down two 7s, which not only skips the player after that, but results in every player declaring "SOCIAL!" A single player laying down a four-of-a-kind is also a social.

There is an extended social rule that can be used in single deck games: Socialing is the act of quickly playing cards out of turn in order to create a four-of-a-kind on the table. The opportunity to social is lost if the next player plays higher cards before the opportunity to socialize out-of-order is taken. Here is an example: You have two 7s, and the last two people to play each put a single 7 on the table. You may then play out of turn and plonk down your two 7s, yelling "SOCIAL!" If the next player played an eight before you had the chance to "socialize" with your two 7s, you wouldn't be able to do it. The "special cards" (twos, jokers, or whatever you are using) cannot be socialed.

In some variants, the player laying down the social cards out-of-turn does so simply to get rid of extra cards, it doesn't change the last normal hand that was layed down on the table, and it doesn't change which player has the next turn. In other versions of the game, socializing like this ends the round, and the player who socialed is allowed to start the next round.

Asshole handles cards

Only the Asshole is allowed to touch cards on the table. Of course, he has to deal the cards at the start of the game, and clear the table at the end of each round. If someone else does the Asshole's job by clearing the cards after a round (without the express consent of the President), then that player is penalized. In some games, it is enough for the President to make up a punishment. In other variants, a strict punishment is predetermined: The offending player has to exchange rank, place (when played with Change seats after every round) and cards with the Asshole, thus becoming the Asshole.

Last card

When a player reaches his or her last card, he must immediately yell "last card." If they do not do that, or if someone else yells it before them, then that player is automatically the asshole for the next round. In the case where a player has a 2 and any other card, the user can put down the other card (if it can be played), and give the 2 to whom ever he or she chooses without having to yell "last card." If the "2 Clears" variation is being played, then that move wouldn't make sense, because the player could end his turn simply by clearing with the 2, then immediately starting the next round by laying down his last card.

Optional presidential powers

In some versions of the game, especially when played as a drinking game, the President has broad powers to add new rules and even issue arbitrary commands to other players.

New rules

The President has the power to add rules to the game. Some variants only allow the President to make one rule during each term (hand), or only allow Presidents to make rules after winning at least three hands. But in many informal drinking game variants, the President may make rules at any time. A Presidential rule stays in effect until a future Presidential rule repeals or countradicts it. Some rules may influence game rules, such as invoking an optional rule that wasn't in effect when the game started (although the most basic rules of the game cannot be altered). Other Presidential rules are more social in nature. For instance:

  • Thumb Master: When the President puts his thumb on the table, the last one to do so must drink.
  • Drinking ritual: An action or statement must be performed every time a person drinks (such as a salutation to the President), or that person must drink again.
  • The 3 D's: If the words "drink", "drank", or "drunk" are used, the user must take a drink.
  • Eye contact: It is illegal to make eye contact with the President when this rule is in effect.
  • Any of the International Drinking Rules.
  • Beer Bitch: Assign one person the job of supplying the table with cold beverages.
  • Henchman: The President can assign the Vice-President (for instance) the job of enforcing game rules (useful when intoxicated players become forgetful), and grant him the ability to punish offenders by ordering them to drink.
  • The forehead rule: Whenever the President drinks, everyone must put their forehead on the table; the last one to do so must also drink (try to avoid concussions and bloody noses in later rounds).
  • Table laps: At any time, someone with a higher rank can make a lower ranking person get up and walk a complete lap of the table.
  • Last Man Standing: Often players will leave the table between hands, while the Asshole is shuffling and dealing. This rule punishes the last player to return to the table with a certain number of drinks.
  • Green Man: Everyone has an imaginary "green man" on the lip of their drink, and they must "take him off" with their fingers and place him on the table, drink, then put him back on each time they take a drink. If the "green man" is forgotten, a player must take another drink.
  • No Names: If a proper name is spoken, the speaker must drink.
  • No Cursing: If a player curses, the player must drink.
  • Double Socials: Each social counts twice.

Presidents can try to use tricky wording in order to have their rules aid them after their reign has ended. For instance, a President who decrees that "anyone who skips the President must drink" may find that their rule survives, since future Presidents will enjoy it, but it doesn't do the inventor much good after his reign is over. A clever President might decree "anyone who skips me must drink", thus allowing him to force someone who skips him to drink even after his reign is ended; although once the next President realizes that the rule is still in effect, he'll likely repeal it immediately.

Presidents are advised to be creative when thinking up rules. Although Presidents can be (and often are) tyrannical, a good President will make rules that are fun for all. Unpopular rules will not only be rescinded by future Presidents, but they may invite reprisals after a President "leaves office."

Presidential commands

Typically, the drinking game variant gives the President broad power over all of the players at the table. The degree of control can vary, but in general, the more tyrannical the President is allowed to be, the more fun the drinking game will be. The President's ultimate power revolves around his ability to order any player to take a drink. This is how the President enforces his commands and rules. Generally, the President may exercise this power arbitrarily, ordering players to take drinks whenever he wills, although some variants of the game will only allow the President to give out drinks when a player has broken a rule. While this power often leads to Presidents playing favorites and picking on certain players — especially the Asshole — it also encourages diplomacy, since a President doesn't want harsh reprisals from future Presidents.

Hierarchy

For a variant with much more drinking, everyone may be permitted to give drinks indiscriminately to any lower-ranked player. That is, anyone may make the Asshole drink, anyone but the Asshole may make the Vice-Asshole drink (if there is one), and so forth. The only player to whom drinks cannot be given at will by at least one other player is the President, who may make any other player drink at his discretion. Neutrals are generally considered to have equal rank, and cannot give drinks to one another, but in another variant the hierarchy goes by seat, so that any player may make any player sitting to his left drink, starting from the President and ending at the Asshole. The only thing that keeps the handing out of drinks in check in this variant is that positions change every round, and that anyone to whom you are handing out drinks this round may outrank you in the next.

Asshole "powers"

The Asshole is the whipping boy of the game, but sometimes the Asshole can be given limited, fleeting powers to make up for the grief that he must undergo. While the new Asshole is shuffling and dealing the cards for the next hand, the Asshole has all of the powers of the President, and the President has no powers until the dealing is done. This means that the Asshole can give out drinks to anyone just like the President can during normal gameplay. The Asshole can also make rules, but those rules only apply during future shuffle and deal periods, they don't apply during gameplay. An Asshole who is not careful with these temporary powers might dig himself an even deeper hole if he upsets the President-elect. An Asshole who attempts to filibuster by taking too long to deal, in order to extend his power, is likely to face extreme punishment; also, if such delay tactics become problematic, a limit can be set on how long the Asshole may take to deal.

Related

Two commercial variations of this game have been released by Wizards of the Coast. They are titled The Great Dalmuti (1995), and Corporate Shuffle (1997), which is based on the popular comic strip Dilbert. They each consist of a larger-than-standard deck ranked such that 1 is the best, and higher-numbered cards are worse. The number on each card indicates how many there are in the deck — there is a single 1, two 2s, etc. This changes game-play slightly. For example, if a player has a set of all three 3s, it can not be beat using a set of the higher-ranking 2s, since there is only a total of two 2s in the deck.

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