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In the meantime playing with our cards? Below are some instructions of several great cardgames! 

Zweeds pesten

Zweeds pesten (also as Karma, Palace and Shed, among others) is a card game, the object of which is to lose all of one’s playing cards, with the final player being the loser. The game became popular among backpackers in the late 20th century. Although the basic structure of the game generally remains constant, there are regional variations to the game’s original rules.

The pack

Two players use one standard deck of 52 cards, 3-5 players use two decks

The ranking

The ranking of the cards from high to low: A – K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3. The 2 is a special card that resets the deck.

The are a couple of special cards:

  • 2: Reset the deck
  • 3: Invisible card. Can always be played, next player has to play on the card under it.
  • 7: The next player has to play a card with a value of 7 or lower.
  • Joker: Trumps all other cards.

The objective

Play your cards in a discard pile using ascending order, and the first player to run out of cards wins.

The deal

Deal three cards face down to each player. Players are not allowed to look at these cards and must place them face down in three rows in front of each player.

Deal six cards to each player face down. Players may look at these cards in their hand.

Players select three cards from their hand and place them face up on the three face down cards in front of them. Typically, higher value cards are placed face up.

Place the remaining cards face down in the center of the table to form the Draw pile.

The play

The first player turns over the top card of the Draw pile to form the Discard pile.

This turned over card is called the Start card.

The first player plays a card that is equal to or of higher value than the Start card by placing that card on top of the Start card. You can play multiple cards in your turn, as long as they’re all equal to or higher and of the same rank.

Once you have finished your turn, draw cards from the Draw pile to maintain three cards in your hand at all times.

You must play a card if you can. If you can’t play, you have to pick up the discard pile and add it to your hand.

On their turn a player can play any 2 card which resets the discard pile to 2, starting the sequence all over.

On their turn a player can play the 10 on any card, but it takes the discard pile out of the game instead of resetting it. The player who put the 10 down then draws up to three cards and plays any card.

If four of the same numbers are played in a row, either by one player or multiple players, it clears the discard pile. Place it to the side, as these cards are out of the game.

The next player can play any card from their hand.

Play continues around the table until the Draw pile is depleted.

Once the Draw pile is depleted players rely solely on the cards in their hand. Keep playing until there are no cards left in your hand. If you can’t play on your turn, you still have to pick up the discard pile and put it in your hand.

Once you pick up the discard pile, you must play all of those cards before playing from your cards on the table.

When it’s your turn and you don’t have a hand, play one card from your face-up cards in front of you.

When it’s your turn and you’ve played all your face-up cards, pick a card that’s face-down on the table. Don’t look at it to choose. Simply flip it over. If it plays on the current card by being equal or higher, you can play it. If not, you must pick up the discard pile.

If you pick up the discard pile, you must play those before continuing to play your face-down cards.

The score

Play all your face-up and face-down cards to win the game. The first person to do so wins and the game ends.


Pesten is arguably the most popular game in the Netherlands. It’s a card game based on the German game Mau-Mau, and related to the American game Crazy Eights. Because the rules differ so much between regions, it should be discussed before playing.

The pack

Pesten is played with a standard deck of 52 playing cards, including the two jokers.

The ranking

With Pesten, some cards have a certain ability or significance. These cards are seen as more valuable than others. Significant cards are A – 2 – 7 – 8 – J and the joker. Cards without abilities are 3 – 4 – 5 – 6 – 9 – Q – K. 

The objective

The objective of the game is to get rid of all your cards as soon as possible. The first person to do so wins the game. Some people keep playing until there is one player left (the loser), but because the game can last quite a while a new game can also be started.

The deal

Players are each dealt seven cards. The rest of the pack is used as the stock pile. The first card of the stock pile is placed face up, this determines the first suit.

The play

Pesten is played clockwise starting at the left of the dealer. Players should use the abilities of each card to their advantage to get rid of their hand as soon as possible.

Players have to follow suit or value. Hearts can only be played on hearts. A eight of hearts can be played on an eight of spades. 

When a player is down to their last card, they have to make this known one way or another. For example by saying ‘last card’ or knocking on the table. The game cannot be won ending with a significant card.

The abilities are as followed:

  • Ace: Changes the direction of play from either clockwise to counterclockwise or vice versa. If there are two players left, this card practically does nothing, as it’s the other players turn both ways around.
  • 2: The next player has to take two cards from the stock pile. This is additive, so it can be played on another 2, so the next player has to pick four cards from the stock pile.
  • 7: Allows the player two play another card.
  • 8: The next player skips a turn. If there are two players left, this means the player can play another card.
  • Jack: Allows the player to change the suit. This card can be played on any other suit.
  • Joker: The next player has to take five cards from the stock pile. It follows the same rules as the 2. It can be played on a two card and is also additive.


Ezelen (eey-suh-luhn) is a shedding game where speed is an important factor. It is similar to ‘Burro’, but played with a standard deck of cards instead of Spanish-type cards. It’s a very simple, but popular game played by kids, students and adults of all ages.

The pack

Ezelen is played with a few sets of cards of the same value, corresponding to the amount of players in the game. For example, when playing with five people you can choose to play with the aces, kings, queens, jacks and tens.

The objective

The goal of the game is to collect all four cards of the same value.

The deal

The cards are shuffled and dealt so all players have four cards. Players are not allowed to show their hand.

The play

Once the game starts, players synchronously pass one card to the player at their left. This is done at a reasonably high pace (once every three seconds or so). While trying to keep the pace, players should decide which cards they’re going to collect. Depending on what cards are getting passed to them, it’s possible to make a calculated guess which cards other players are collecting. Players’ strategies can be shifted using this information.

If a player can’t keep up with the pace and fumbles a card for example, they are warned by the rest. If this happens for a second time, they lose the round.

Once a player has collected four of a kind, they should give a predetermined signal. Usually, this is done by (covertly) putting the tip of their thumb on the table. As soon as a player does this, other players should follow. The last player to do so gets a letter (E), until someone gets four letters (E – Z – E – L). This player loses the game, and become the ‘ezel’ (donkey or burro).

Sometimes, the ‘ezel’ has to do a certain task, thought of by the other players. They could have to do a little dance, sing a song or something else.

The two way Shuffle

The Two-way Shuffle is one of the more common shuffling techniques among veteran card players. It’s simple, but looks cool. Use this technique to impress your friends, family and foes alike. A point of warning though: you’ll probably be the one forced to shuffle the cards. Forever..


Klaverjas is a card game played by four people in two pairs. The two people sitting opposite each other form a team, so it’s two against two. In France and North America, similar games are known by the names Belote and Tarbish respectively. The Dutch name is derived from the old term ‘jas’, which stands for the jack as the highest asset.

The pack

One standard deck of cards is sufficient, as Klaverjas is played with 32 cards. The cards 2 through 6 are taken out of the deck.

The ranking

The playing cards are ranked (from highest to lowest): A – 10 – K – Q – J – 9 – 8 – 7.

The objective

The objective of Klaverjas is to have as many points as possible at the end of 16 rounds. The team with the most points wins.

The deal

The cards are dealt to the players in batches of 3-2-3 or 4-4, until there are no more cards left to deal.

The play

Starting with the player who received the first cards (the elder hand), the first played prepared for it chooses a trump suit and is thus obliged to win the deal.

Like with most trick-taking card games, players have to follow suit when possible. The highest trump takes the trick. In the absence of trumps, the highest card in the suit of the first card takes the trick.

There are additional restrictions on which cards are allowed to be played. Two variants are possible, but they both agree that after a trump lead, all players must head the trick if possible.

Amsterdam rules: Undertrumping is just allowed when it can’t be avoided. Players that can’t follow suit and whose game partner does not head the trick must head the trick if they can.

Rotterdam rules: Players that can’t follow suit must trump if they can. Players that play a trump must head the trick if they can, even if their partner is heading the trick.

Tens and aces are high. However, the jack (Jas) and nine (Nel) in the trump suit are the highest trump cards. The trumps are thus ranked J – 9 – A – 10 – K – Q – 8 – 7.

The score

The point values of cards are as in ‘Jass’ and ‘Belote’. Additionally, the last trick (‘Slag’) is worth 10 points. Accordingly, the card values and the last trick make a total of 162 points.

Players who have certain combinations in a single trick score extra points: four cards of the same rank (very rare) – 100 (or 200 for four jacks), 3 or 4 consecutive cards in the same suit – 20/50, king and queen of trumps (‘Stuk’) – 20. These extra point combinations are called ‘roem’ and must be explicitly stated or they will not count. Any 3 consecutive cards in the deck, 20 points (when K, Q are included in the trump cards, +20 points). Any 4 consecutive cards in the pile, 50 points.

There is a 100 point reward if the opposing team doesn’t get any tricks. This is called a march (‘pit’).

At the end of each round, all points are added up (card values and last trick plus roem). It is up to the team of players who made the deal to win more points than the other team. If they get half the points or less, all the points go to the other team (162 plus all the fame). This is called ‘nat’.

The Nimble Workout

The Nimble Workout is based on a CrossFit exercise called Deck of Cards, but played with a certified deck of Nimble Cards™. This brilliant idea was thought up by our extremely smart and fit colleagues Willemien and Evert. If you play this ‘game’, you’ll become just as awesome as them in no time!

The pack

The Nimble Workout is played without the face cards and jokers. Just the number cards are used. After all the face cards are removed, shuffle the deck.

The objective

The objective of this workout is to get fit and feel good afterwards!

The play


Before starting, discuss the exercises you want to do. Each symbol represents a different exercise, so four in total. The value of the card indicates the amount of repetitions. In the video you can see the following exercises:

  • Hearts: Burpees
  • Diamonds: Shoulder taps
  • Spades: Squats
  • Clubs: Russian twists

After you’ve decided on the exercises, set a timer for the game. Then turn over one card at a time, this can be done by one player or players can take turns. Everybody then performs the corresponding exercise the amount of times indicated by the value of the card.


Cheat is a card game where the players aim to get rid of all of their cards. It is a game of deception, with cards being played face-down and players being permitted to lie about the cards they have played. A challenge is usually made by players calling out the name of the game, and the loser of a challenge has to pick up every card played so far.

The pack

One standard deck of 52 cards is used for two to four players. For more than four players two packs should be combined.

The ranking

The ranking of the cards from high to low is: A – K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3 – 2.

The objective

The first player to get rid of all their cards and to survive the challenges wins the game.

The deal

All cards are dealt one-by-one until no cards are left. Some players may have more cards than others.

The play

A player’s turn consists of discarding one or more cards face down, and calling out their rank—which may be a lie.

The player who sits to the left of the dealer (clockwise) takes the first turn, and must call aces. The second player does the same, and must call twos. Play continues like this, increasing rank each time, with aces following kings.

If any player thinks another player is lying, they can call the player out by shouting “Cheat”, and the cards in question are revealed to all players. If the accused player was indeed lying, they have to take the whole pile of cards into their hand. If the player was not lying, the caller must take the pile into their hand. Once the next player has placed cards, however, it is too late to call out any previous players.


President is a shedding card game for three or more players, in which the players race to get rid of all of the cards in their hands in order to become ‘president’ in the following round.

The pack

President is played with one standard deck of cards, including two jokers. It is sometimes played with two decks when there are more than six players.

The ranking

The cards are ranked from highest to lowest: 2 – A – K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3.

The objective

The goal of the game is to shed all cards as soon as possible. The first player to do so is becomes the President.

The deal

The dealer deals one card at a time (clockwise), until all cards have been dealt.

The play

The player to dealer’s left starts by leading (face up) any single card or any set of cards of equal rank (for example three fives). Each player in turn must then either pass (i.e. not play any cards), or play face up a card or set of cards, which beats the previous play.

Any higher single card beats a single card. A set of cards can only be beaten by a higher set containing the same number of cards. So for example if the previous player played two sixes you can beat this with two kings, or two sevens, but not with a single king, and not with three sevens (though you could play two of them and hang onto the third). A joker trumps everything and can be used to complete a set (two kings and a joker make three kings).

It is not necessary to beat the previous play just because you can – passing is always allowed. Though passing does prevent you from playing the next time your turn comes round, so try to be tactical about it.

The play continues until someone makes a play which everyone else passes. All the cards played are then turned face down and put to one side, and the player who played last (and highest) to the previous “trick” starts again by leading any card or set of equal cards.

The score

The first player who is out of cards is awarded the highest social rank – this is President. The last player to be left with any cards is known as the Scum. In the next round, the President gets the Scum’s highest value card. It is not allowed to lie about their highest card.

Sometimes the second place gets the title of Vice-President, and the second-to-last place is called the High-Scum.


Rummy is a group of matching-card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. Several theories about the origin of the name ‘rummy’ exist. Some attribute it to the British slang word rum, meaning odd, strange, or queer. Others say the origin lies in the game Rum Poker, or in the popular liquor of the same name.

The pack

Rummy is played with either one or two standard deck of 52 cards.

The ranking

The cards are ranked from highest to lowest: K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3 – 2 – A.

The objective

The goal of the game is to collect all four cards of the same value.

The deal

Players try to form matching sets consisting of groups of three or four of a kind, or sequences of three or more cards of the same suit.

The play

Beginning with the player to the left of the dealer, players either draw the top card of the stock or takes the top card of the discard pile and adds it to his hand. The player may also lay down on the table, face up, any meld (matched set). If the player does not wish to lay down a meld, he discards one card, face up, onto the discard pile. If the player has drawn from the discard pile, he may not discard the same card on that turn.

Laying off

A player may add one or more from their hand to any matched set already shown on the table. Thus, if threes are showing, they may add the fourth three; if 10, 9, 8 are showing, they may add J, or Q, J, 7, or 7, 6.

Going out

When a player gets rid of all of their cards, they win the game.

If all of their remaining cards are matched, the player may lay them down without discarding on their last turn. This ends the game and there is no further play.

If the last card of the stock has been drawn and no player has gone out, the next player in turn may either take the top of the discard pile, or may turn the discard pile over to form a new stock (without shuffling it) and draw the top card. Play then proceeds as before.

The score

Each player pays to the winner the pip value of the cards remaining in their hand, whether the cards form matched sets or not. Face cards count 10 each, aces 1 each, and every other card its pip value.

A player goes “rummy” when they get rid of all cards in their hand at once, without previously having put down or laid off any cards. In this event, every other player pays double – twice what opponents would otherwise owe.


Patience is a type of card game that can be played by a single player. The word has a French origin. The games are regarded ‘as an exercise in patience’. In North America, the name solitaire became the more common name during the 20th century.

The pack

Patience is played with all 52 cards of a standard deck.

The ranking

The cards are ranked from high to low: K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3 – 2 – A.

The objective

The objective of patience is to build up foundations, in sequence and in suit, from the ace to the king. The game is won when the whole deck is built upon the foundations until no cards are left.

The deal

The cards are dealt in four different types of piles:

  • The Tableau: The seven piles that make up the main playing area.
  • The Hand: The remaining cards that are not laid out in the tableau. From here, cards are brought into the game according to the rules.
  • The Talon: Cards from the Hand that cannot be placed in the tableau or on the foundations are laid face up in this pile.
  • The Foundations: Four piles, one of each suit, on which the deck must be built in sequence.

The Tableau is formed by laying down seven piles, from left to right. Place the first card face up and deal one card face down for each of the next six piles. Start again from left to right and place one card face up on the second pile and deal a card face down for the rest of the piles. Continue this way until the last pile has a card laying face up.

The remaining cards form the Hand pile. When starting the game, the Foundations and the Talon do not contain any cards.

The play

The initial array may be changed by “building” – transferring cards among the face-up cards in the tableau. Certain cards of the tableau can be played at once, while others may not be played until certain blocking cards are removed. For example, of the seven cards facing up in the tableau, if one is a nine and another is a ten, you may transfer the nine to on top of the ten to begin building that pile in sequence. Since you have moved the nine from one of the seven piles, you have now unblocked a face down card; this card can be turned over and now is in play.

As you transfer cards in the tableau and begin building sequences, if you uncover an ace, the ace should be placed in one of the foundation piles. The foundations get built by suit and in sequence from ace to king.

Continue to transfer cards on top of each other in the tableau in sequence. If you can’t move any more face up cards, you can utilise the stock pile by flipping over the first card. This card can be played in the foundations or tableau. If you cannot play the card in the tableau or the foundations piles, move the card to the waste pile and turn over another card in the stock pile.

If a vacancy in the tableau is created by the removal of cards elsewhere it is called a “space”, and it is of major importance in manipulating the tableau. If a space is created, it can only be filled in with a king. Filling a space with a king could potentially unblock one of the face down cards in another pile in the tableau.

Continue to transfer cards in the tableau and bring cards into play from the stock pile until all the cards are built in suit sequences in the foundation piles to win!

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