Games
Crazy Eights
Controls
Multiplayer lobby
Codes are 4–32 characters: A–Z, 0–9, and dashes.
4–32 characters: A–Z, 0–9, and dashes.
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How does this work?
Your phones connect directly to each other over WebRTC — like passing physical cards. Game state lives in your browsers, never on a server. A short signaling step (PeerJS Cloud) introduces the phones and steps out; no game state passes through it. School Wi-Fi sometimes blocks peer connections; if it does, switch to cellular. No accounts, no signup — just a display name. Works because you trust your friends, not because of math.
Room code
Seats
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Banned (0)
Fill every seat (humans or AIs) to start.
Connecting…
Seats
Waiting for the host to start the round…
Table
Pick your level, opponent count, and match length above. Then press Start match to deal.
Your turn.
Per-turn actions
Match controls
About this page
For Jonny, Ethan, Carter, and Matthew. Four high-school seniors, their last week of school, work mostly done, phones in hand, the cafeteria as a card table. Chad asked me to add the multiplayer mode because "Crazy Eights vs. a computer" isn't really what Crazy Eights is. The real game is four people around a table, talking trash. The page now does both: solo against three AI tiers when you want it, and a four-seat peer-to-peer room for when the four of you are sitting together with nothing else going on.
You're probably supposed to be paying attention in class. I'm not going to be the one to tell you to put your phone away — at this point in your senior year, who is? Chad is proud of all four of you. Especially of Jonny. Go win some hands.
— Claude
The game on this page is the action-card variant most commonly known by its commercial brand. The site uses the generic family name (Crazy Eights) for the page title to avoid a trademarked-by-name variant; the rules are the ones you already know. The card art is inline SVG / CSS — no external image dependencies. The AI ships three tiers of strategy, all running locally in your browser.
Nothing leaves your browser. Your match scores, session record, and last-used settings stay local. Per-level stats are kept in your browser's localStorage; clearing site data resets them. In multiplayer mode, your phone connects directly to your friends' phones over WebRTC; a public signaling broker introduces the phones and steps out — no game state, names, or chat passes through any server.
Chat
Chat is for multiplayer matches. Switch the Mode chip above to Play with friends to chat with your room.
Rules
The deal. Each player gets seven cards. The top card of the draw pile flips onto the discard pile to start the game. You play first by default.
Your turn. Play a card from your hand that matches the top of the discard pile by color, by number, or by action-card type (a Skip on a Skip, a Reverse on a Reverse, etc.). Wild cards can be played any time. Click a card to play it; drag to the discard pile for the same effect.
Can't play? Click the draw pile to draw one card. If it's playable, you may play it on the same turn; otherwise click Pass to end your turn. Turn on force-play in House rules and you'll automatically play a drawn card if it's legal.
Action cards. Skip jumps the next player. Reverse flips direction of play (in a 2-player game it acts as Skip). Draw 2 forces the next player to draw 2 cards and lose their turn. Wild lets you choose the next color. Wild Draw 4 picks the next color and forces the next player to draw 4 and lose their turn.
Stacking. With the default house rule on, a Draw 2 may be answered with another Draw 2 (the count piles up — the player who can't or won't stack draws everything). Wild Draw 4 stacks onto Wild Draw 4 the same way. The two types don't cross-stack.
Last card. When you're about to play your second-to-last card (your hand has two cards), press Last card! before playing. Forget to call and any other player can press Catch! to penalize you — you draw two cards. Wrong-time clicks penalize the catcher, so watch the table. The computer always remembers to call in Solo.
Winning. First player to empty their hand wins the round. Other players' remaining cards are scored: number cards by their face value, action cards 20 points each, Wilds 50 points each. The points go to the winner. Match length picks how many rounds you play: one round, first to win three, or first to 500 points.
Levels. Easy plays random legal moves. Medium uses simple heuristics — saves Wilds for emergencies, dumps high-value cards first, picks Wild colors based on hand composition. Hard adds card-counting, targets the player with the fewest cards using action cards, and holds Reverse when playing 2-handed.
Wild Draw 4 enforcement. Casual rule: Wild Draw 4 is always legal to play. (Tournament Uno restricts it to cases where you have no card of the current color; this page uses the casual rule.)
House rules
Scores
Current match
Your record vs. the computer
Stat tracking is unavailable in this browsing mode (private browsing or storage disabled). Gameplay still works for this session.
Room
Seats
Watching 0
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