Card games for six or more
Most card games quietly stop working above five. These eight handle a crowd — two of them all the way to eight.
Two things break at six players. Hands get short, because one deck only holds 52 cards — and the wait between your turns gets long enough that people stop paying attention.
The games below solve one or both: either everyone stays involved between turns, or the turns are so quick that the lap goes by fast. Listed by how high they comfortably go.
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Spoons
Start here — up to 10
The only game here with no turns at all: everyone passes cards at the same time, continuously, so nobody is ever sat waiting. It scales further than anything else on this list and gets better the more people are reaching for the same spoon. Bring spoons — one fewer than there are players.
- Players
- 3–10 players
- Time
- 10–20 min
- You need
- Standard 52-card deck
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Cheat
Also excellent — up to 8
The only game here where you are fully involved on other people’s turns, because anyone may call at any time. A big table makes it better, not worse: more people means more claims to doubt and a bigger pile to inflict on whoever gets caught.
- Players
- 3–8 players
- Time
- 15–25 min
- You need
- Standard 52-card deck
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Crazy Eights
Up to 8, with a caveat
Handles eight on one deck, though hands get thin — deal five and expect short rounds. Add a second deck if you are at seven or eight regularly. Turns are fast, so even a full table comes back to you quickly.
- Players
- 2–8 players
- Time
- 10–20 min
- You need
- Standard 52-card deck
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Egyptian Ratscrew
Loudest option, up to 6
Everyone watches the same pile the entire time, so nobody is ever idle waiting for a turn to come round. More players means more hands racing for the same slap, which is exactly what makes it work — and a player down to their last card can win the whole deck back in one go.
- Players
- 2–6 players
- Time
- 15–30 min
- You need
- Standard 52-card deck
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President
Best at 5–6
Built for a crowd: the whole point is the social ranking, which needs enough people to have a middle. Seven works but hands get short and the card exchange starts to decide too much. This is the one to play if the group is staying for several rounds.
- Players
- 4–7 players
- Time
- 20–40 min
- You need
- Standard 52-card deck
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Rummy 500
Up to 8, but bring a second deck
Handles a big table better than most, because laying off onto other people's melds gives you something to think about while you wait. Above four players you need two decks shuffled together — one deals too thin and the discard pile never gets deep enough to matter.
- Players
- 2–8 players
- Time
- 30–45 min
- You need
- Standard 52-card deck, or two shuffled together with five or more players
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Palace
Up to 6, then add a deck
Six is the ceiling on one deck. It stays fun because the pile grows faster with more players, so pick-ups are genuinely punishing — but above six you will be waiting a while between turns.
- Players
- 2–6 players
- Time
- 10–20 min
- You need
- Standard 52-card deck
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Cambio
Up to 6, if the group is patient
Sticking keeps everyone watching the discard pile even when it is not their turn, which is what stops a six-player memory game becoming tedious. Best with a group that will slap the table rather than check their phone.
- Players
- 2–6 players
- Time
- 10–20 min
- You need
- Standard 52-card deck, including the two jokers
For a party where people drift in and out, Cheat and Crazy Eights are the safest picks — both survive someone leaving mid-game. For a group that will sit down and commit, President is the one that builds a story across the evening.
Last reviewed . Every game here has full rules, a printable cheat sheet and a scorekeeper.