The selected variant is defined below; agree on changes before dealing.

← On a small screen, scroll the diagram horizontally. →

Each player starts with 3 hand cards and 3 exposed cards covering 3 hidden table cards. A shared stock and play pile sit between them; table cards are used only after the hand empties. Fans and piles are schematic; the rules specify card counts.
Each player starts with 3 hand cards and 3 exposed cards covering 3 hidden table cards. A shared stock and play pile sit between them; table cards are used only after the hand empties. Fans and piles are schematic; the rules specify card counts.

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History and selected rules

Shithead, also Palace, is a shedding game spread among travellers. Scandinavian origin is plausible but unproven; no inventor is claimed. Select 2–5 players, 52 cards without jokers. Avoid being last with cards. Ordinary ranks ascend 3–4–5–6–7–8–9–J–Q–K–A; 2 resets the requirement and 10 burns the pile. No other cards are special. Explicitly allow a ten on anything.

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Setup and deal

Random first dealer, then rotate left. Give each player 3 face-down table cards without inspection, 3 face up on them, then 3 in hand. Keep remaining stock closed. Before the first play freely swap hand and face-up cards, never inspecting downcards.

Holder of the first dealt face-up 3 begins; if none, a hand-held 3 qualifies. With several hand candidates, choose first clockwise from dealer’s left. If no threes, test 4 and upward similarly. The starter need not play the qualifying card: lead any card or equal-rank group from hand.

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Playing a hand

Clockwise, play a card at least as high as the top, or several of equal rank; card count need not match the previous play. Suits do not matter. A 2 is always legal and permits any following rank. A 10 is always legal, permanently removes the pile, and lets its player lead again. Four equal cards consecutively on top, over one or several turns, also burn and give another turn. Replenish to 3 from stock after every play; draw whatever remains if short. Keep larger hands.

If unable or unwilling to respond, take the whole pile into hand without playing further. Next active clockwise opens freely. Starting a turn with hand cards forbids using table cards that turn, even after emptying the hand. Burned cards never return; picking up does not burn.

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Ending and result

With stock empty and no hand at the start of your turn, play exposed table cards singly or in an equal set. Choosing pickup rather than a legal response requires adding one exposed card to the pile before taking it all. Play that renewed hand out before returning to table cards. Once exposed cards and hand are gone, flip exactly one downcard on your turn. If legal it stays played; if illegal take it and the entire pile into hand, then pass the turn. Special effects apply to blind cards too.

Emptying hand and every table card lets you leave. The last downcard permits exit only if legally played; an unsuitable last card must be picked up. If your final card burns the pile, next active player opens empty. Last holding cards loses; everyone else avoided defeat. A session may record 1 loss each game, equal totals sharing places. No rank penalties or draw in a completed game.

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Worked example

The pile ends 7♥–7♣. Holding 7♦–7♠, play both on equal rank to complete four consecutive sevens. Burn everything, replenish to 3 if stock remains and lead again. In the endgame, a blind 4♣ on Q♥ is illegal: take it and the whole pile, even if it was your last card.

← On a small screen, scroll the diagram horizontally. →

Add two sevens. Table: 7♥, 7♣. Hand fragment: 7♦, 7♠. Stock is empty. Two sevens top the pile; both hand sevens can be played together. Four consecutive cards. Table: 7♥, 7♣, 7♦, 7♠. Four consecutive sevens now top the pile. This burns the entire pile, including any earlier cards. The pile is burned. Burned cards: 7♥, 7♣, 7♦, 7♠. Remove the pile permanently. The same player starts an empty table; burned cards never return. Two sevens from hand complete four consecutive sevens on top. Burn the whole pile; the same player leads again.
Two sevens from hand complete four consecutive sevens on top. Burn the whole pile; the same player leads again.

Common questions

May I inspect downcards early?+

No. Reveal each only when legally reaching the blind stage.