Arcade · Rules

How to play Last Card

Four colors, seven cards each. Match the card on the table by color or by value, get rid of every card you hold, and say so when you are down to one. You already know most of it. This page is for the parts every house plays differently.

Players
2–6
Deck
108
Dealt
7 each
To win
Empty hand
The rules

Ten things. Six and seven are where houses differ.

  1. The deck

    One hundred and eight cards. Red, yellow, green and blue each have one 0, two each of 1 to 9, two skips, two reverses and two draw twos. On top of those are four wilds and four wild draw fours.

  2. The deal

    Everyone gets seven cards. The rest is the draw pile. One card is turned face up to start the discard, and it is never a wild, so the game always opens on a color. If that first card is a skip, a reverse or a draw two, it does nothing. It is only a card to match.

  3. Match color or value

    On your turn, play a card with the same color as the top card, or the same number, or the same symbol. A blue 7 goes on a blue 2 or on a green 7. A red skip goes on a yellow skip.

  4. Wilds go on anything

    A wild or a wild draw four can be played on any card, at any time. When you play one you call a color. The next card has to be that color, or another wild. Nobody can follow a wild by matching its symbol.

  5. Several of one value at once

    You can put down more than one card in a turn if they all have the same number or the same symbol. The first one has to match the table and the others ride on it. Two identical cards count: the deck has two of most cards, so two red 7s can go down together. The last card you lay is the one the next player answers, and it sets the color. Wilds cannot be played this way. A wild goes down alone.

  6. Draw one

    If you cannot play, or would rather not, draw one card from the pile. If that card can be played, you may play it straight away, on its own, or keep it and pass. If it cannot be played, your turn ends. You cannot pass without drawing first.

  7. Draws are paid on the spot

    A draw two or a wild draw four is not a debt. The next player draws the cards at once and loses their turn. They never get a turn in which to answer it, so they cannot pass it on with a draw card of their own.

  8. Last card

    A play that takes you down to exactly one card has to carry the call. Forget it and the play still stands, but you draw one card from the pile as the forfeit. Nobody needs to catch you. Either way, the whole table is told.

  9. Going out

    The first player to empty their hand wins. The last card itself needs no call. If it is a draw two or a wild draw four, the next player still draws before the game ends.

  10. Tender

    When the draw pile is empty, the discard is shuffled back in, all but its top card. If someone has to draw and there is still nothing there, or the game reaches 500 moves, it goes to tender. Everyone adds up their hand. Number cards count their number, a skip, reverse or draw two counts 20, and a wild of either kind counts 50. The lowest total wins, and equal lowest totals are a draw.

The action cards

What each one does, alone and in a stack.

A stack is several cards of one value laid in the same turn. It multiplies the card.

Skip
The next player loses their turn.
At three or more players, each extra skip passes over one more player, counting round the table, and you are part of the count. With two players, any number of skips gives you one more turn.
Reverse
Play changes direction. With two players it works like a skip: you play again.
Each reverse flips the direction once, so two laid together leave it where it was and play simply moves on. Three flip it.
Draw Two
The next player draws two cards at once and loses their turn. It cannot be answered.
Each extra draw two adds two more, and one player pays for all of them: two draw twos, four cards.
Wild
Goes on any card. You call the color that has to follow.
One at a time. Worth 50 against you at tender.
Wild Draw Four
Goes on any card, at any time. You call the color, and the next player draws four at once and loses their turn. There is no challenge.
One at a time. Worth 50 against you at tender.
Numbers, 0 to 9
Plain cards. They do nothing but match, and they count their own number at tender.
One turn

A green 7 on the table, five cards in your hand.

The top card is the green 7, so the color is green. You need green, a 7, or a wild.

Red 7 Plays
Same number.
Blue 7 Plays
Same number. It can go down in the same turn as the red 7.
Green skip Plays
Same color. The next player loses their turn.
Yellow 3 Stays in hand
Wrong color and wrong number.
Wild Plays
Always. You would call a color.

The play that sheds the most is the two 7s together. Lay the red 7 and then the blue 7: you are down to three cards, and because the blue one went down last, the color is now blue.

A later turn. Green is the color and you hold a green draw two, a yellow draw two and a blue 4. Lay both draw twos, green first. The next player draws four and loses their turn, the color is now yellow, and you are holding one card, so that play has to carry your last card call. Without it you draw one.

People ask

The arguments this page is meant to settle.

Can you put a draw two on a draw two?
Not to defend yourself. A draw two is paid the moment it lands: the next player draws two and loses their turn, so there is never a turn in which to answer it. What you can do is lay two draw twos of your own in one turn, and the next player draws four.
Can you play more than one card in a turn?
Yes, if they all have the same number or the same symbol. The first card has to match the table, the rest ride on it, and the last one you lay sets the color. Wilds are the exception: one at a time.
What happens if you forget to call last card?
The card you played stays played, and you draw one from the pile. Nobody has to catch you. The call has to come with the play that takes you down to one card.
Can you play a wild draw four at any time?
Yes. Both wilds can be played on any card, whatever else is in your hand, and nobody can challenge it. The next player draws four and loses their turn.
What does a reverse do with two players?
It works like a skip: you play again. So does a skip. With two players, any number of skips or reverses laid together gives you exactly one more turn.
What happens when the draw pile runs out?
The discard pile, except its top card, is shuffled and becomes the new draw pile. If there is still nothing to draw when someone has to, the game goes to tender: lowest hand total wins. Number cards count their number, skip, reverse and draw two count 20, and wilds count 50.
Where it comes from

Our name, everybody's game.

Last Card is our name for the four-color shedding game most people already know. The mechanics belong to everyone. The name is the one thing you have to say before you win.

Houses differ on it more than they admit. Two common house rules are not played at our tables: you cannot answer a draw two with one of your own, and nobody can challenge a wild draw four. One that is played: every copy of a value can go down in a single turn.

Now a table

The rules are settled. The table is the fun part.

Free tables
Open one, send the link, play. No stake needed to sit down, and no download for whoever you invited.
A day a move
Each player has up to a day for every move, so a game fits around Lagos and Dallas being awake at different hours. Or sit down together and finish it in ten minutes.
Talk while you play
Voice at the table, for two players or six.
Open a Last Card table

Last Card is one of the games in the Arcade.