Place four piles of cards face down in between the two players. The piles on either edge should have five cards in them, and the inside two piles should have one card each. The inside two piles are the active piles will be flipped over when the game begins. The players will then try to place appropriate cards from their hand of five cards onto this pile. Divide the deck in half and create a draw pile of 15 cards for each player. This is the pile that players will draw from after their hand of 5 cards has less than 5 cards in it.
As soon as they are able to play one of the cards in their hand, they can draw for more cards from this pile. Each player has to draw from his own draw pile. Start the game by flipping over the two middle cards. Each player can look at his hand of five cards to see if any of them can be placed on the middle cards in ascending or descending order. Note that each player should keep his hands hidden from the other player -- the open hand is displayed for your convenience.
Each player should try to place the cards in their hand on the active piles in ascending or descending order. On each of the cards in the active pile, you can play a card of one higher or one lower value regardless of suit you can place either a ten or an eight on a nine, a ten or a queen on a jack, and so on.
You can only place one card at a time, but you do not have to wait for the other player to place a card down before you. The ace can be played as a high or a low card. It can be placed above the king or below the two. This makes it so that the game can be played in a loop. Each player should draw from his draw pile whenever he uses a card in his hand to make sure he always has five cards to play.
When you play a card, immediately draw another one from your draw pile. The only time this shouldn't happen is if a player runs out of cards in his draw pile; then, he should just try to play the remaining cards in his hand to win the game. If both players can't play any of their cards, then they should both flip over a card from one of the side piles into the center piles.
This will create two fresh cards in the center that will hopefully allow them to place one of their cards on them in ascending order. Any time no moves can be made, this process should be repeated. If this keeps happening and there are no cards left in the side piles, then the players should shuffle the cards in the center piles and place them face-down as the new side piles.
Then, they can each flip one card over from these piles and continue playing. When one player runs out of cards in his hand and draw pile, he must slap both piles of cards and say, "Speed! Some players don't think this is mandatory to win the game and that a player automatically wins if he runs out of cards.
But this isn't nearly as much fun! Yelling "Speed! Typically, speed is played as a best-out-of-three game. The first player to win two games wins the set.
But you can play for as many games as you like! Part 2. Play using doubles. This variation just adds one more rule to the game — not only can you place down cards of ascending or descending order, but you can also place the same card on top of another card of the same value. You can place your king on top of another king in the pile, your seven on top of another seven, and so on. This will make the game go by even faster because you'll have more options when it comes time to put down your cards.
Because this version makes the game slightly easier, it is also known as the "children's version. Put down more than one card at a time in descending or ascending order. This can be a little tricky to pull off, but if you agree on this rule, it can raise the stakes of the game. With this variation, if you have a 3, 4, and 5, you can wait until you see a 2 or a 6 and then put down all three cards at once.
You can surprise your opponent with a sneak attack that suddenly leaves you low on cards. Use jokers as a wild card. If you use the two jokers in your deck to play the game, then these jokers can serve as "wild cards. After that, just continue the game as normal.
Don't be too eager to pull the trigger on those jokers, though. Wait until you can't make any other moves to put down the card so you make the best use of it. Typically, when you use jokers as wild cards, you make the draw piles have 16 instead of 15 cards each. The joker has to be used when you have run out of moves with your other cards. You cannot draw from the draw pile if you still have a joker in your hand. The joker cannot be the last card you play. It cannot "top" a deck. Play with three or four players.
You can expand this exciting game to include more than just two players. If you want to have extra players, just create an extra pile of cards in the center.
So, if you have three players, you should have three piles in the center for the players to place their cards on. You can still deal 5 cards to each player and distribute the rest of the cards evenly so each player has his own draw pile. If you want to make things extra fun and exciting, then you can even use two decks instead of one when you're playing with four players. The extra cards will become part of the draw pile, allowing for even more combinations of play. Play Spit. For more classic card games, check out our guides for Go Fish and War.
If you are looking for cards to play Speed with, check out a standard deck here or on of our newest arrivals here.
Before gameplay can begin, a dealer must be selected. To do so, players must choose a random card from a shuffled deck. The player with the lowest card becomes the dealer. Ties are broken with repeated drawings. The dealer then shuffles the deck. The dealer then passes out two piles of cards, faced down, to each player.
The first pile has 5 cards. The second pile has 15 cards. The dealer then makes four piles of cards in the middle of the gameplay area. The first and fourth piles have 5 cards each and the second and third piles have 1 card each.
Both players pick up their own 5 card pile. Deal 1 card to the middle-left pile. This is one of the active piles during game play. Deal 1 card to the middle-right pile.
Deal 5 cards to the far right pile. Separate the top 5 player cards. Have each player deal 5 cards off of their pile of 20 cards. The new pile of 5 cards becomes the hand that is played from; the remaining 15 become a draw pile for that player. Keep the 5 cards of your playing hand face-down until game play begins.
For the rest of the game, you should always have 5 cards—and only 5 cards—in your playing hand by drawing from your draw pile. Part 2. Flip over the 2 middle cards. Have your opponent flip over one of the two middle piles of 1 card in the center of the table, while you flip over the other one. Count down from 3 at the same time as your opponent so that you flip over the cards at the same time.
Pick up your 5-card hand. Survey your 5 cards to determine if any can be played on either of the active middle cards that you just flipped over. Play a card if it is in sequential order from one of the middle cards, in either ascending or descending order, regardless of suit. The order continues in a circuit, so if there is an Ace on a middle pile, you can play a King or a 2 from your hand on top of the pile.
Lay down cards as quickly as possible. Keep laying down cards from your hand in ascending or descending order from the top cards on either of the middle piles. You and your opponent lay down cards as quickly as possible. There are no turns, so both players continue to lay down cards as fast as they can.
You can play as many cards in a row as you want without waiting for the other player to lay down anything.
Draw a card from your draw pile of 15 cards every time you lay down a card from your hand, so that you have 5 cards in your playing hand at all times. After you run out of cards in your draw pile, continue to play out all 5 cards in your playing hand to win.
Flip over reserves when no one can play. If neither player can lay down a card from their hand on either of the top cards in the middle, flip over a card from the far left or right 5-card reserve piles at the same time as your opponent. Place these cards on top of the piles in the middle and resume play from your hand. If you run out of your left and right reserve piles, turn over the middle piles, shuffle them, and flip over the top card from each of them to resume play.
Typically, Speed is played as a best-out-of-three game. The first player to win two games wins the set. But you can play for as many games as you like! Part 3. Play using doubles. Try modifying game play to allow players to play the same number card on one of the middle piles, in addition to playing ascending or descending cards. For example, you could play a 5 on another 5 card, or a 4 or 6 as in normal game play.
Play this variation if you want to make the game easier or go by faster. Put down more than one card at a time. Modify the game by agreeing with your opponent to be able to lay down more than one card at a time in ascending or descending order. For example, if you have a 3, 4, and 5 in your hand, you can wait until you see a 2 or a 6 on a middle pile and then lay down all three cards at once onto the pile.
Use jokers as a wild card. Try including the two Joker cards into your deck before dealing. When you use Jokers in the deck, player draw piles should have 16 instead of 15 cards each. The Joker cannot be the last card you play to win the game.
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