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President

Also known as: Daifugō, Scum, Capitalism

A climbing game of social rank: shed your cards by beating the previous play, finish early to become President, and watch the roles reshuffle every round.

Matching & Shedding3–8 players (best with 5)Easy~20 min per gameStandard 52-card deckAges 8+

The table at a glance

D
Dealer
You
Player 2
Player 3
Player 4
Player 5

A typical 5-player table. Cards are dealt one at a time, clockwise from the dealer's left.

Objective

Get rid of all your cards before the other players by beating the previous play with equal-sized sets of higher rank; finishing order decides everyone's role for the next round.

What you need & setup

  1. Shuffle the 52-card deck and deal all cards out one at a time. Some players may have one card more than others — that is normal.
  2. Agree on the card order: in President, 2 is the highest card, then Ace, King, Queen, and so on down to 3, the lowest.
  3. For the first round, the player holding the 3♣ (or simply the player left of the dealer) leads first.
  4. Agree on your role names for future rounds — President, Vice President, middle ranks, and last place. For last place we use 'the Scum', a traditional label that gets gentler names at many family tables.
  5. From the second round on, seating and card exchanges follow the roles earned in the previous round.

Turn sequence

  1. The leader plays any single card, pair, triple, or four of a kind face up to start the trick.
  2. Each player in turn must play the same number of cards of a strictly higher rank — on a pair of 7s, you need a pair of 8s or better — or pass.
  3. Passing does not lock you out in most versions; you may play again if the trick comes back around (agree on this beforehand).
  4. When everyone else passes on a play, the pile is set aside and the player who made it leads fresh.
  5. The first player to empty their hand becomes President for the next round; play continues to decide every remaining position.
  6. The last player still holding cards takes the bottom role, and a new round begins with the ceremonial card exchange.

Card ranking

President uses its own card order, and learning it is half the game: 2 is the strongest card, followed by Ace, King, Queen, Jack, 10, and on down to 3, the weakest. Suits do not matter at all.

So a single 2 beats a single Ace, and a pair of 2s beats any other pair. A play of 9♠ 9♦ loses to 10♣ 10♥ but beats 8♦ 8♣.

Because 2s outrank everything, they are precious. Most versions clear the pile instantly when a 2 is played on a single (or a pair of 2s on a pair), giving the lead straight back to whoever played it.

Leading and following

Whoever has the lead may play any legal combination: one card, a pair (7♦ 7♣), a triple (9♠ 9♥ 9♦), or four of a kind. That choice locks the shape of the trick.

Every following play must match the shape exactly and beat the rank strictly. On a single 8 you may play a single 9 or higher — never a pair, and never another 8 in most versions.

If you cannot or do not want to beat the current play, say 'pass'. Passing is often wise even with a beatable hand, saving strength for tricks you can actually win.

Winning tricks and going out

When a play goes all the way around with everyone passing, the trick is over. The cards are turned face down and the player who made the unbeaten play leads the next trick with anything they like.

The lead is powerful: it is your one chance to unload awkward low cards, like a lone 4, on your own terms.

Players drop out one by one as their hands empty. The finishing order is the whole point — first out is President, second is Vice President, and so on to the last player holding cards.

Roles and the card exchange

Before each new round, roles from the last round take effect. The bottom-ranked player — the Scum (often given gentler names at family tables, like 'Beggar' or 'Citizen') — gives their two highest cards to the President, and the President returns any two unwanted cards.

With five or more players, the Vice President and second-from-bottom usually swap one card the same way. Middle players exchange nothing.

Traditionally the bottom player also deals and the President leads the first trick. Some groups add seat-swapping so the President takes the best chair — the theater is part of the fun.

Keeping it friendly

The role names are meant as pantomime, not punishment. Agree on labels everyone at your table enjoys — President, Vice President, Citizen, and Beggar work well with kids.

Because the exchange hands the President extra strength, the same player can stay on top for many rounds. If that stops being fun, add a rebellion variant (see variations) or reshuffle roles every few rounds.

A game is typically played to a set number of rounds, with a point for each round won, so a late comeback is always possible.

Scoring & how the game ends

  • Most games track finishing positions rather than card points: for example, 2 points to the President each round, 1 to the Vice President, 0 to everyone else.
  • Play a fixed number of rounds (say 10) and the highest total wins the session.
  • Many groups skip scoring entirely — holding the President title when everyone has to leave is the real prize.

Winning: Be the first player to shed every card in a round to claim the President role; over a session, finish with the most rounds won or points earned.

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.

  • Revolution

    Playing four of a kind flips the ranking — lowest cards become highest until the round ends (or until another four of a kind flips it back). A dramatic equalizer from Daifugō.

    Common: Standard in Japanese Daifugō; a popular add-on elsewhere.

  • Equal-rank skip or completion

    Playing a card of identical rank to the previous play skips the next player, and in some versions completing all four of a rank clears the pile instantly.

    Common: Common house rule in European and North American games.

  • 2s clear vs. 2s end your turn

    Tables differ on whether playing a 2 sweeps the pile and gives you a fresh lead, or simply cannot be beaten and ends the trick. Agree before the first deal.

    Common: Both versions widespread.

  • No final 2s or bombs

    Some groups forbid going out on your very best cards (a 2 or four of a kind); doing so drops you to last place instantly. This keeps endgames tense.

    Common: Common competitive house rule.

  • Jokers as super-cards

    Adding jokers as the only cards that beat a 2 changes the top of the power curve; our base rules leave jokers out for a clean 52-card game.

    Common: Frequent in Daifugō and many home games.

A little history

President belongs to a family of climbing games often traced to Asian games such as Japan's Daifugō and related Chinese shedding games, though the exact lineage is uncertain.

Versions of it spread widely in the West during the 20th century under many playful names, usually featuring the same rise-and-fall of player roles between rounds.

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.

  • Crazy Eights

    Both are shedding races, but Crazy Eights matches suit or rank on a shared pile while President is about beating plays and the social role ladder between rounds.

    Learn Crazy Eights
  • Cheat

    Another everyone-sheds-to-win party game — Cheat replaces President's honest climbing with open bluffing about which cards you just played.

    Learn Cheat
  • Hearts

    A similar player count and full-deal setup, but Hearts is a trick-taking game about dodging penalty points rather than racing to empty your hand.

    Learn Hearts
  • Spades

    Shares the idea that high cards dominate tricks, but Spades adds partnerships, bidding, and a trump suit in place of President's free-for-all climbing.

    Learn Spades