4/7/2022

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Spite and Malice is a traditional Solitaire style card game, stemming from the classic game of Crapette. This game takes influence from influence, injecting competitive elements that make it much more fun. In fact, a commercial variation was eventually released by Hasbro in 2002. The game is also referred to as Cat and Mouse.

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Spite and Malice can be played with two players and above. All you need to play the game are multiple standard 52-card Anglo American decks with 2 Jokers each. For each player in the game, one deck is required. For example, if 3 players are playing, 3 52-card decks are to be used.

The following examples assume a standard setup of Spite and Malice with 2 players.

Card Ranks

Since Spite and Malice is a puzzle-style game like Solitaire,and hence uses card ranks where Aces are the lowest and Kings are the highest.Note that scoring is not used during gameplay, hence, the relevance of cardranks are solely for the puzzling aspect.

Suits are not relevant in Spite and Malice.

Dealing

All decks are shuffled together and thencut by each player. A dealer is then selected, either by deck splitting or atrandom.

The dealer then deals 26 cards to eachplayer. These cards are set aside to form each player’s goal pile. These cardscannot be viewed by their corresponding player.

The top card of each goal pile is turnedface up, and placed on top of the pile.

The remaining cards are then placedface-down at the centre of the board, forming the stock or the draw pile.

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Gameplay

The dealer goes first,and turn order proceeds in clockwise order.

Each player beginstheir turn by drawing cards from the draw pile until their hands consist of 5cards each. This process will repeat for each turn, with each player drawingthe needed number of cards to replenish their hand.

For example, if aplayer ended their previous turn with 3 cards, they will draw 2 cards to refilltheir hand to 5 cards.

Note that it ispossible for players to play all 5 cards from hand before the turn ends. Ifthis happens, the player will draw 5 cards from the draw pile.

After replenishingtheir hand, players will make any possible plays to the sequences on the board.Like in Solitaire, players need to create sequences beginning with Aces, andsequentially ascending card-by-card until Kings are played to complete the set.

If Aces are ever drawnor revealed from the goal pile, they are played immediately.

Once a set iscompleted from Aces to Kings, it is set aside. These cards will not be used inplay until the draw pile has been depleted. Once the draw pile is depleted, allcompleted sets so far are shuffled and returned to form the new draw pile.

Players can make playsusing the 5 cards in hand, cards at the top of each discard pile, and the topcard of the goal pile. Once the top card of the goal pile is played, the nextcard is revealed and can be played again if there are valid moves.

Once a player decidesto end their turn, they discard one card from their hand. Discards are made tothe discard piles. Each player has 4 discard piles each, and players can onlyplay the top card of each discard pile before gaining access to the bottomcards.

Discarding will alwaysend a turn.

Sets are shared amongall players, and players can play their cards onto any available set,regardless of who started the set.

Jokers

In Spite and Malice, Jokersare wild cards, and can be played in place of any other card. This includes theAces used in starting new sets as well.

Players then continuethe sets, assuming the Joker substitutes the initial card. For example, if aPlayer plays a Joker onto a set with a Jack, the Joker substitutes a Queen.Thus, the next card to be played onto the set will need to be a King.

How to Win?

The first player to clear their entire goalpile will win the game. The final card can be won via a play onto a set, or bya discard.

Rules

The Spite and Malice rules are:

  • Decks are shuffled and cut.
  • A dealer is determined.
  • Each player is dealt 26 cards each, forming the goal pile. The top card of each player’s goal pile is flipped face-up.
  • The remaining cards are placed face-down at the centre of the board, forming the draw pile.
  • The game begins with the dealer going first, and turn order proceeds in clockwise order.
  • At the start of each turn, each player draws until their hands consist of 5 cards each.
  • If any Aces are drawn or available from the top of the goal piles, they are placed to the center of the board, forming the sets.
  • Players build sets sequentially in ascending card ranks. When sets reach the final card, the King, they are set aside.
  • Each player attempts to clear their goal piles of all 26 cards.

Scoring & Points

Spite and Malice scoring is based on the completion of the goal and the number of remainingcards.

A player who managesto clear their goal pile will be awarded 5 points.

When a player wins theround, they are also awarded points based on the number of remaining cards intheir opponent’s goal piles.

For example, in a2-player game, if Player 1 wins the round, and Player 2 has 6 cards left intheir draw pile, Player 1 is awarded 5+6=11 points in total.

Example Hand

The following is an example play in Spite and Malice with 2players.

Player A: K♦ 5♦ 3♣ 2♤ Q♦
Goal Pile: 2♦

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Player B: J♦ 6♤ 5♣ 3♥ A♥
Goal Pile: 4♦

At this stage, Player B begins by playing the A♥, beginning a new set. There are no more available plays, and Player B discards his J♦.

Player A has a 2♦ atop his/her goal pile and plays that card. The next revealed card is an A♦, and Player A creates a new set. Using the 3♣, 2♤ from hand, he/she adds to the sets.

Player A no longer has plays and discards acard to end their turn.

Player B draws a new card and the gameproceeds as usual.

Strategy Tips

  • In Spite and Malice strategy, the main thing to consider is blocking, where you opt to not play a card from hand to prevent a player from playing their own cards.
  • Spite and Malice is a casual game, and thus, players can distract opponents by talking unless house rules state otherwise.
  • If you have the same card rank from your goal pile and hand, always play cards from the goal pile first.
  • Remember that the hand doesn’t matter in the long run, only the goal pile matters.
  • Jokers are valuable, and do not have to be played instantly after being revealed.
  • If your opponent has only a few cards left in their goal pile, don’t hesitate to keep cards until you can make a chain of plays.

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Spite And Malice Online

If you’re interested in playing Spite and Malice online, consider trying out the simulators on Gamefools and GameTwist, which both support multiplayer play.

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Furthermore, you will also be able to findgames available for download online as well as a variety of free apps.

Frequently Asked Questions

How manycards are dealt at the start of each game?

At the start of each game, each player isdealt 26 cards to their goal piles, and 5 cards to hand.

What areother names for the game?

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Other names for Spite and Malice are Cat and Mouse, the Misery card game and Spike and Malice.

What is theorigin of Spite and Malice?

Spite and Malice takes influence from the 19th century Crapette game, which originated from Brazil and Portugal.

Are there alternate rules in Spite and Malice?

If a faster-paced game is desired, goal pile size can be reduced to 13 cards instead, resulting in quicker games.

Spite and Malice, also known as Cat and Mouse or Screw Your Neighbor, is a traditional card game for two or more players.[1] It is a reworking of the late 19th century Continental game Crapette[1] and is a form of competitive solitaire, with a number of variations that can be played with two or three regular decks of cards. It is descended from Russian Bank.[2]

A commercial variation sold by Hasbro is called Spite and Malice;[3] a variation sold by Mattel is called Skip-Bo.[4]

Gameplay[edit]

The deck consists of three regular playing card decks with the jokers removed (or jokers may be retained and used as wild), although the United States Playing Card Company's version of the game uses two 52-card decks.[5] The rank of the cards is ace low and proceeding normally up to queen, which is the highest card in the deck. Kings are wild and may substitute for any other card rank except ace. Suits have no bearing on the game.[6]

The game is usually played with 2 to 4 players. The object is to be the first person to move all the cards in your goal pile into the playing piles. Players cut for the deal, with the highest card winning. Dealer deals 26 cards to each player (or 13 cards if a shorter game is desired). The players do not look at these cards but simply collect them into a pile called the goal pile. Once each goal pile is dealt, the top card is turned over by each player and placed face up on the pile. All undealt cards are left face down in a stack placed central to all players called the draw pile.

There are three kinds of piles in Spite and Malice:

  • Goal piles
    • Each player tries to play through his goal pile. The one doing so first wins.
    • If a player cannot play the card in his goal pile, he may attempt to block someone else from playing.
  • Playing piles
    • Play piles are community piles used by all players.
    • There are a maximum of four playing piles open at any one time.
    • Each playing pile is opened with an ace.
    • Playing proceeds upward in normal rank all the way to the Queen.
    • Once a queen is played on a playing pile, that pile is dead and it is removed from the immediate playing area until enough cards are collected to shuffle them and return them to the draw pile.
  • Discard piles
    • Discard piles belong only to the player who made them; players may not interfere with or play from one another's discard piles.
    • Each player has a maximum of four discard piles.
    • Playing a card into a discard pile ends the player's turn and passes it on to the next player.
    • The cards played into the discard piles must be played out in reverse order of their being laid down; one must remove cards from the top of discard piles when putting them into the playing piles.
    • Players often organize their discard piles by being all of the same number or by descending card ranks so that they may be played sequentially.
    • Players cannot discard an ace.

Play[edit]

Play starts with the dealer and goes around the table in a clockwise fashion. Each turn starts with a player drawing from the common draw pile to give themself a five-card hand. They then make whatever plays they can until they have no more plays that they want to do, and then they discard a card from their hand into their personal discard area, which they must if they have 5 cards in their hand, but if they have 4 or less cards in their hand they don't have to put one out in their personal discard area. If they put all 5 cards out or put the fifth card out on their personal discard area they pick up 5 more cards and continues. They may ONLY put one card out on their personal discard area and may NOT play a buried card in their personal discard area when they are playing. When they put a card out on their personal discard area and have 1 or more cards left in their hand, their turn is over

The best move would be to play the goal card directly on a playing pile (it would have to be an ace at this point, since all four playing piles are empty at this point). If this is not possible, the player may use the cards in their hand to put cards into the playing piles and 'play up' to the value of the goal card. If the player cannot do either of these things, the turn might simply consist of making a discard to one of their four discard piles.

However, if all five cards in the hand can be played in the playing piles (for example, if a player drew A, 2, 3, A, 2, they could play ace, two, three on one playing pile and ace and then 2 on a second pile), resulting in running out of cards before making a discard, that player may draw five more playing cards to replenish their hand. It is possible, if not probable, for this to happen more than once, or even a few times in a row, before someone is forced to make a discard because they cannot make any further plays.

Once a discard is made, the turn moves to the next player. That person starts their turn by drawing cards from the draw pile to make their five-card hand. On someone's first turn they will always draw five cards, but on subsequent turns they will draw however many cards are required. For example, suppose they are able to play three cards and then ends their first turn with their discard. On the next turn, they would have one card left in their hand and would then draw four more to reconstitute a five-card hand. If a player's only possible move on their first play is to discard because they have no playable card on the playing piles, they would discard one card, leaving them with four, in which case on their next turn they would simply draw one card to end up with the standard five-card hand. No matter how many cards are able to be played, a turn ends with a player placing a card from their hand into one of their discard piles (unless they play the winning move of putting their last goal card into play, in which case they win and no discard is required).

If everyone has a high goal card at the start of play, there may be many turns where the players draw just one card and then decide which card to add to the discard piles until someone gets a sufficient number of cards saved up in the discard piles of cards to reach their high number. Or one person may end up with a low goal card and, in reaching that one and then ending their turn, they will have unavoidably helped someone else to reach their higher number goal card.

As play continues, many cards can accumulate in the discard piles. In order to make your goal card or prevent your opponent from reaching theirs, you can use cards from both your hand and your discard piles during your turn.

Scoring[edit]

After each hand has ended, scoring takes place. Only the player who cleared their goal pile can score: They score five points for clearing the goal pile and one point per card left in their opponents' goal piles. If, in the rare instance that the draw pile is exhausted and there is no possible way to furnish a new one, a drawn hand is declared, and the person closest to a cleared goal pile scores the difference between their opponents' leftover cards and their own. Games are usually played to 25, 50, or 100 points.[5]

Variants[edit]

Some rules use unlimited center stacks; they are only removed when the draw stack is depleted. Also, sometimes a rule is employed requiring aces and deuces to be played any time a player is able to do so.

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Spite and Malice is similar to a game called Misery. It is played with 2 players. Two decks are used instead of three (unless three people play—then three decks are used) and two (goal) piles of 12 per player and a hand of 6.

Another variation calls for all piles to be built up to the king, with jokers used as wild cards. (Wild represents all cards besides A, 2, 7, and J.)

One variation calls for one deck for every player (e.g., 3 players play with 3 decks) with a maximum of four center stacks to be built from ace to queen, with kings as wilds. (Jokers are not used here.)

Another variation requires a natural A and 2 (no wild cards for A or 2) but does permit discarding of pairs of cards (e.g., two queens, two 7's, etc.), but no more than two cards at a time.

Commercial versions[edit]

A commercial variation sold by Hasbro is called Spite and Malice;[3]Mattel's version is called Skip-Bo.[4]

Original cards for Starturn, from the 1940s

William Henry Storey designed a card game Starturn which was published by Chad Valley in 1935, and which had almost the same rules as Spite and Malice.[citation needed]

Two packs, 44 very dark gray and 52 stop sign red, are used in a game primarily for two players although there were versions for three or four players. Black cards are divided equally between the players, placed face down with only the top card visible, as the Stack. Five red cards are dealt to each player, made up to five on each pass, and the rest placed as the draw Pack. The aim is to make up to four Build piles starting at 1 through to 15, using cards from the player's Stack where possible. Each player must discard one card at the end of each pass (except when all cards in the hand have been used on Build piles) on to one of four discard piles in front of each player, from which cards may be used (strictly, top card first) in forming Build piles. Completed Build piles are shuffled into the Pack as soon as completed. The first player to use up all of their Stack cards is the winner.

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References[edit]

  1. ^ abParlett, David. The Penguin Encyclopedia of Card Games (New ed.). Penguin. p. 540. ISBN0-14-028032-4.
  2. ^'Spite and Malice' (p.455ff) in The Penguin Book of Card Games by David Parlett, Treasure Press, 1987. ISBN1-85051-221-3
  3. ^ ab'Spite & Malice - If you can't beat 'em annoy 'em'(PDF). Hasbro. 2002. Archived(PDF) from the original on 2010-09-23. Retrieved 2008-12-28.
  4. ^ ab'How to Play Skip-Bo'(PDF). Mattel. 2003. Archived(PDF) from the original on 2005-12-20. Retrieved 2008-12-28.
  5. ^ abhttp://www.hoylegaming.com/rules/showrule.aspx?RuleID=228
  6. ^'Spite and Malice' (p.210-212) in Hoyle's Rules of Games (3rd edition) by Philip D. Morehead (ed.), 2001. ISBN0-451-20484-0

Spite And Malice Online

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