Deference
◆ DEFERENCE OFFICIAL RULES ◆
Play Deference ↗Game Setup
- Use a standard deck with 2 Jokers (54 cards).
- Deal 4 cards to each player.
- Place the remaining deck face-down as the STACK.
- The PILE starts empty.
- The player left of the dealer goes first.
Objective
Capture cards from the pile.
At the end of each round:
- +1 point for each card you captured
- −1 point for each card left in your hand
The first player to reach the target score wins.
The default score is 100 divided by the number of teams, plus 2, then rounded up to the nearest integer.
Start a Turn
The active player:
Flip the top card of the STACK onto the PILE.
Its suit becomes the LEAD SUIT.
Players now take one action each clockwise.
On Your Turn
You may:
- Play a card
- Draw a card
- Pass
Playing Cards
If you have the LEAD SUIT, you must follow suit or Draw, Pass, or Play a Joker.
If you do not have the LEAD SUIT, you may:
- Play a Diamond
- Draw
- Pass
- Play a Joker
Beating the Pile
A card beats the PILE if it is:
- A higher card of the same suit, or
- A Joker, which beats everything and immediately wins the pile.
Suit Switch
If you play a card with the same rank as the PILE, you may place it on the pile instead of the side.
This changes the lead suit to that card’s suit.
The turn then continues normally. If the side had a winning card, it no longer does. Sorry!
Diamond Defer
If a Diamond is played which is not the same rank as the PILE, the pile becomes DEFERRED.
- No card can win the pile this turn.
- All players still take their turn.
- At the end of the turn the cards stay on the pile.
- Only a Joker can capture a deferred pile.
End of the Turn
After everyone acts:
If the strongest challenger beats the pile → that player wins all cards.
Otherwise → the cards remain in the pile and it grows.
Round End
The round ends when:
- The stack is empty, or
- A player runs out of cards.
Score the round and deal a new one.
The Core Idea
Win the pile — or stop anyone else from winning it.
Sometimes the smartest move is to DEFER.