Setup

A standard fifty-two card deck with the jokers taken out, and seven cards each. The rest of the deck sits face down as the stock. Nothing needs agreeing before the first deal except the target — the card values are fixed.

The player to the dealer's left leads the first deal, and the deal moves one seat each time.

How to play

Before anything is played, the player who leads decides whether swapping is open this deal. If it is, every player may trade cards from their hand for the same number off the stock, once. A player who likes their hand says no for everybody, which is a decision worth thinking about — the swap helps the weak hands more than the strong ones.

The leader then plays either a single card or two cards of the same value. Whatever shape they chose is the shape of the whole trick: a lead of one card is answered with one card, a lead of two eights is answered with two cards of the same value.

Going round the table, each player in turn must play something higher than the last play, in the same shape. Two eights are beaten by two nines or better, never by a single ace.

If you cannot go higher, you must play your lowest card and it counts for nothing. With a pair led, you throw away your lowest single card the same way.

Matching the last play, rather than beating it, is allowed and takes the lead — so the last person to put down the highest cards, or cards equal to them, wins the trick. They pick up nothing; taking the trick simply means they lead the next one, and they may lead any shape they like.

Play continues until everybody is down to a single card. Those last cards are then turned over together.

Scoring

One number per player per deal, and most of them are zero.

  • Every player turns over the single card they were left holding.
  • The highest of them scores its own value. An ace is worth 11, a jack, queen or king is worth 10, and every other card is worth what it says. Eleven is therefore the most a single deal can be worth.
  • Everybody else scores 0 for that deal.
  • If two players are left holding the same top value, they each score it.

So a deal ending with Anna holding an ace, Ben a nine, Cara a three and Dan a jack gives Anna 11 and everybody else nothing.

Because a picture card and an ace come to exactly twenty-one, two good deals win the game — which is where the name comes from.

The running total is the sum of a player's deals. Nothing about the trick play is written down — how many tricks you took has no effect on the score, and it is common to win most of the tricks and score nothing at all, because winning a trick spends the cards you needed at the end.

Ending the game

The game ends at the end of the deal in which any player's total reaches twenty-one, and the highest total wins. A deal is worth at most eleven, so two good ones do it, and a player on eleven is one picture card from the finish. Tables that want a longer evening raise the target.

If two players finish level on the highest total, they share the win.

Common variations

Everybody scores their last card. Instead of only the best card counting, every player scores whatever they are left with. It changes the endgame completely: the pressure moves from steering one big card home to not being caught with the smallest, and the target usually has to go up to fifty or so to compensate.

No swapping. The deal is the deal. It makes the first lead much more powerful and shortens the whole game.

Passing instead of dumping. A player who cannot beat the lead simply passes and keeps their hand. Good cards then last much longer, tricks get shorter, and the final cards are far more even — most tables find it slower without being more interesting.

Ace low. The ace becomes the worst card in play and worth a single point at the end. Kings then decide most deals, and being dealt an ace is a genuine problem rather than a gift.

Scoring at a glance

Who winsHighest score
Played to21 points by default
Score sheetOne number per player per round, with a running total
Typical round score0 – 11
Negative scoresNever — scores only go up
Worth knowingOne entry per player per deal — the value of the card they were left holding if it was the highest at the table, and zero otherwise. Nothing is entered while the cards are being played.

Twenty Onescore sheet

Worked example

Four players, target twenty-one, only the highest last card scoring.

DealLast cards heldAnnaBenCaraDan
1Anna A, Ben 9, Cara 3, Dan J11000
2Anna 4, Ben K, Cara 8, Dan 701000
3Anna 8, Ben 2, Cara A, Dan A001111
4Anna Q, Ben 5, Cara 6, Dan 310000

Final totals: Anna 21, Cara 11, Dan 11, Ben 10. Anna reaches the target in deal four and wins.

House rules and settings

Every table plays Twenty One a little differently. These are the 5 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.

Points to win: what is the default in Twenty One?

The game stops as soon as a player's total reaches this at the end of a deal, and the highest total wins. Twenty-one is what the game is named for and takes two or three deals; raise it for a longer session.

Default: 21. Adjustable from 5 to 100 in steps of 1.

In the app: “Points to win”.

Cards each: what is the default in Twenty One?

How many cards everybody is dealt. Seven is standard. More cards make the climbing phase longer and the last card harder to steer.

Default: 7. Adjustable from 5 to 10 in steps of 1.

In the app: “Cards each”.

Swapping cards before play: what are the options in Twenty One?

Whether players may trade cards from their hand for cards off the deck before the first lead. Letting the player who leads decide is the usual form, and it is a real decision — a strong hand normally says no.

Default: The first player decides each deal. Three options:

  • The first player decides each deal
  • Always allowed
  • Never allowed

In the app: “Swapping cards before play”.

Who scores the last card: what are the options in Twenty One?

At the end of a deal every player is left holding one card. Normally only the best of them is worth anything, which makes the endgame about steering a big card to the finish. Letting everybody score turns it into a game about not being left with a two.

Default: Only the highest, and it scores its value. Two options:

  • Only the highest, and it scores its value
  • Everybody scores the card they hold

In the app: “Who scores the last card”.

When you cannot beat the lead: what are the options in Twenty One?

The rule that stops anyone sitting on a good hand. Being unable to beat the lead normally costs you your worst card, which is how the good cards survive to the end. Passing instead makes the game much slower and much more defensive.

Default: You must play your lowest card. Two options:

  • You must play your lowest card
  • You pass and keep your hand

In the app: “When you cannot beat the lead”.

Twenty One is also known as

21 (climbing), Highest Card Out. These are the same game — the rules and the score sheet above apply to all of them.

Keep score offline

The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.

Coming to the App Store.