Skip to main content
CardRoom

Go Fish

Also known as: Fish, Authors (related traditional game)

The classic children's game of asking, remembering, and collecting: request ranks you already hold, and gather books of four matching cards.

Matching & Shedding2–6 players (best with 4)Beginner~15 min per gameStandard 52-card deckAges 4+
Practice

The table at a glance

D
Dealer
You
Player 2
Player 3
Player 4

A typical 4-player table. Cards are dealt one at a time, clockwise from the dealer's left.

Objective

Collect more books — sets of all four cards of one rank, like all four 9s — than anyone else by asking opponents for cards and fishing from the pool.

What you need & setup

  1. Shuffle the 52-card deck well.
  2. Deal 7 cards to each player with 2 or 3 players, or 5 cards each with 4 or more.
  3. Spread the remaining cards face down in the middle. This is the pool, or 'fish pond'.
  4. Everyone looks at their hand. If anyone was dealt all four of a rank, they may lay that book face up right away.
  5. Choose who goes first — youngest player first is a friendly tradition.

Turn sequence

  1. Pick any opponent and ask them for a specific rank — and you must already hold at least one card of that rank. For example: 'Priya, do you have any 9s?'
  2. If they have any cards of that rank, they must hand over all of them, and you get to ask again (anyone, any rank you hold).
  3. If they have none, they say 'Go fish!' and you draw one card from the pool.
  4. If the card you fish is the rank you just asked for, show it — you get another turn. Otherwise your turn ends.
  5. Whenever you collect all four cards of a rank, place the book face up in front of you.
  6. Play passes to the left. The game ends when all thirteen books have been made.

Asking for cards

You may only ask for a rank you already hold. If you have the 9♣, you can ask for 9s; if you have no Kings, you cannot ask for Kings.

Ask one specific player, by name, for one specific rank. The suits do not matter — asking for 9s covers 9♠ 9♥ 9♦ 9♣ alike.

The player you ask must be honest and hand over every card of that rank they hold. Honesty is the whole engine of the game.

Go fish!

When the player you asked has no cards of that rank, they say 'Go fish!' and you draw one card from the pool in the middle.

If your fished card is the very rank you asked for, show it to everyone and take another turn.

If it is anything else, quietly add it to your hand and play passes to the next player. Even a 'miss' helps — every draw gives you a new rank you can ask about later.

Making books

A book is all four cards of one rank — for example, 9♠ 9♥ 9♦ 9♣. The instant you hold a complete book, lay it face up in front of you.

Books are safe: once laid down, no one can ask you for those cards, and they count as one point at the end.

There are exactly thirteen books in the deck, so every game ends with the books split among the players.

Running out of cards and ending

If your hand empties mid-game (for instance, you gave away your last cards), draw a card from the pool on your turn and keep playing. If the pool is also empty, you sit out the rest of the round.

The game ends when all thirteen books have been completed, or when the pool is empty and no one can make further progress.

Count books: the player with the most books wins. Ties are shared victories — or play a rematch to settle it.

Scoring & how the game ends

  • Each completed book of four cards counts as one point.
  • The player with the most books when all thirteen are made wins the game.
  • For a longer session, play several games and keep a running total of books won.

Winning: Have the most books of four-of-a-rank when all thirteen books have been collected.

Common variations

These are genuine regional and house-rule differences — none of them is “the one true way” to play. Agree with your table before starting.

  • Pairs instead of books

    Players lay down pairs (two of a rank) instead of collecting all four. Games are much faster, and this is a friendly first version for very young children.

    Common: Common with preschoolers and in some regional traditions.

  • Ask by suit

    A harder version where you ask for an exact card ('the 9 of hearts'), turning the game into a serious memory challenge.

    Common: House rule for older kids and adults who find the basic game too easy.

  • No second turn on a lucky fish

    Some tables end your turn after a 'Go fish' draw even if you catch the rank you asked for, keeping turns short and even.

    Common: Family house rule, useful with impatient young players.

  • Empty-hand redraw

    When your hand empties, some rules let you draw a fresh handful (up to five) from the pool instead of a single card.

    Common: Varies by household; agree before the game starts.

A little history

Go Fish is a long-standing traditional children's game whose exact origins are unclear; it is closely related to the 19th-century collecting game Authors.

It has been a staple first card game for generations because it teaches turn-taking, matching, and memory with very few rules.

How we write these guides: card games evolve by region and household, so this guide teaches one clear, widely played version and labels alternatives as variations. If your family plays differently, your family is not wrong. More on our methodology.

  • Old Maid

    Another gentle first game about making matches, but in Old Maid you pair cards drawn blindly from neighbors' hands and try to avoid one unlucky card, with no asking or memory element.

    Learn Old Maid
  • Rummy

    A natural next step: Rummy also collects matching ranks (sets), but adds runs, a discard pile, and real decision-making for older kids and adults.

    Learn Rummy
  • Snap

    Both are early-childhood favorites built on rank matching, but Snap is a loud speed-reaction game while Go Fish is calm, turn-based, and memory-driven.

    Learn Snap