Standard 52-Card Deck · Game 11 of 18

President

4–8Players

President

Also known as Scum, Asshole, or Capitalism. A multi-round climbing card game where finishing position in each round determines your role (and advantages) in the next.

Player 1 (13)Player 2 (13)Player 3 (13)Player 4 (13)Standard 52 · seed: 42

President — table layout

https://engine.moddable.games/play/?game=standard-52&variant=president

Setup

  • 4 to 8 players
  • Standard 52-card deck (no jokers), dealt evenly (discard remainders or give to President)
  • First round: player with 3 of clubs leads. Subsequent rounds: Scum leads

Roles (from previous round)

Position Role Advantage
1st out President Receives 2 best cards from Scum
2nd out Vice President Receives 1 best card from Vice Scum
2nd last Vice Scum Gives 1 best card to Vice President
Last out Scum Gives 2 best cards to President

Middle positions (in 5+ player games) have no trading obligation.

Rules

  1. Lead player plays any valid combination (single, pair, triple, or sequence)
  2. Each subsequent player must play the same combination type but higher value, or pass
  3. When all players pass consecutively, the last player who played leads the next trick
  4. First player to empty their hand finishes 1st, second finishes 2nd, etc.
  5. Round ends when all but one player has emptied their hand — that player is Scum
  6. Roles are assigned based on finishing order
  7. Card trading occurs before the next round begins
  8. Game continues for a set number of rounds or until a player accumulates enough “President” wins

Card Ranking

2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3

(Same as Big 2 — 2 is highest)

Key Differences from Big 2

Concept Big 2 President
Players 4 (fixed) 4–8 (variable)
Rounds Single Multi-round with persistent roles
Card trading None Forced exchange based on roles
Who leads 3 of diamonds Scum (lowest rank)
Win condition First to empty hand Accumulate President wins
Deck Standard 52 Standard 52 (split evenly)
Combinations Singles, pairs, 5-card hands Singles, pairs, triples, sequences

Why This Tests the Engine

President forces the engine to handle:

  • Multi-round persistence — roles and scores carry between rounds
  • Asymmetric card dealing — trading phase modifies hands before play
  • Variable player count — same rules scale from 4 to 8
  • Role-based turn order — who leads depends on previous round outcome
  • State between rounds — not just within a single game
  • Component interaction — deck (deal) + player state (roles) + game flow (rounds)