How to play President

Everything you need to play, from the first card to the final standings. It’s the same guide as in the game: variants depend on the options each table’s host picks.

The basics

The aim of the game

From 3 to 6 players try to empty their hands. The final standings assign the roles: President in first place, Asshole in last. Usually, finishing earlier earns a better place; the “Finish with a 2” variant can change these standings.

A round ends when only one player still has cards. A game consists of several rounds: their points add up.

Dealing the cards

All 52 cards are shuffled and dealt. Some players may receive one extra card.

In the first round, extra cards follow seat order. In later rounds, they go to the Asshole first, then work upwards through the previous standings.

Card strength

From weakest to strongest: 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace, 2.

Suits give no advantage. During a revolution, this order is reversed: the 3 becomes the strongest and the 2 the weakest.

Example. In normal order, a King beats a Queen. During a revolution, a Queen beats a King.

Playing cards

To open a trick, play one card or several cards of the same rank: a pair, three of a kind or four of a kind.

To respond, play exactly the same number of cards, with a rank at least as strong in the current order. Matching ranks are always allowed, even when the “Skip if matching cards are missing” variant is disabled.

Straights are not allowed. Four of a kind cannot respond to a single card or a pair.

Example. On two 8s, you can play two 8s or two 10s in normal order. A single King or four 9s will not work.

Passing and taking the next lead

You can pass even if you have a valid response. You then sit out until the next trick. To open an empty trick, you must play: you cannot pass.

When the other players have passed or no longer participate in the trick, the last player to play leads the next trick. If they have already emptied their hand, the next player still in the round takes the lead.

A new trick lets every player who still has cards participate again.

In a rapid game

Passing and returning next trick

On a non-empty trick, you can pass at any time unless you were the last to play. You then sit out until the next trick, even if you had a valid response. A rejected play never counts as a pass.

When all the other players still in the round have passed, the trick closes. Every player who still has cards can then open the new trick, with no priority for the last player to play.

On an empty trick, nobody can pass. Play a legal opening combination, or wait for the automatic opening after 10 seconds of inactivity.

Who starts?

In the first round, the player with the Queen of hearts starts. They do not have to play that card.

In later rounds, the Asshole starts once all exchanges are complete. Turns follow seat order, taking passes and skips into account.

In a rapid game

Anyone can open

There is no designated first player: anyone still in the round can open, from the first round and after each trick closes. The Queen of hearts, the Asshole and the last player to play give no priority.

The first legal play accepted by the server sets the number of cards to play in that trick. In later rounds, play waits until all exchanges are complete.

Rapid games

Rapid game: free play

In rapid mode, there are no turns. Everyone still in the trick can play a legal combination. Anyone can open, from the first round and after exchanges: neither the Queen of hearts, the Asshole nor the last player to play has priority.

Only the first legal play accepted by the server counts. If someone plays before you on the same trick state, your attempt is cancelled and your cards stay in your hand, even if they could beat the new top cards. An illegal play earns no priority.

A rejected attempt is never resent automatically. Look at the new trick and make a new gesture to play. You can also respond to your own accepted play, with a new legal combination and a new gesture.

On a non-empty trick, passing removes you until the next trick. The last player to play cannot pass. When all the other players still in the round have passed, the trick closes and anyone can open the next one.

The shared timer allows 10 seconds without an accepted play. At zero, a non-empty trick closes; on an empty trick, the server makes a legal automatic opening for a player still in the round. Each new trick and accepted play restarts this timer. Passes, rejections, reactions and reconnections do not extend it.

Order is determined by processing on the server, not by when you touch the screen or an animation finishes. Network latency can therefore affect who plays first.

The “Skip if matching cards are missing” variant is disabled in rapid mode, as there is no next player. The other variants (“Revolution”, “Four matching cards close the trick”, “Strongest card closes the trick” and “Finish with a 2”) keep their effects when enabled; only accepted plays count.

Example. Ana and Ben respond to the same 7 with an 8 and a 9. If Ana’s 8 is accepted first, Ben keeps his 9 and must play again to offer it on the 8.

Variants

Revolution

  • On by default

Playing four of a kind at once reverses card strength. Another four of a kind reverses it again. Revolution stays active between tricks until another revolution or the end of the round.

When disabled, four of a kind can still be played but does not change card order. Four cards accumulated across several plays never trigger a revolution.

If the “Four matching cards close the trick” variant is also enabled, four of a kind reverses the order and then closes the trick. The next trick keeps that reversed order.

Example. You open with four 7s: the 3 becomes the strongest card. Two 7s followed by the other two 7s do not trigger a revolution.

Skip if matching cards are missing

  • On by default
  • Disabled in rapid play

The “shut up” rule: after a play of the same rank as the previous play, the next eligible opponent keeps their turn if they can respond with that same rank and number of cards. It is then the same card or nothing: they play that rank or pass. They are skipped only if they cannot. A player who has passed or emptied their hand is not affected.

When disabled, matching ranks are still allowed but skip nobody. A skip only makes you miss that turn; it does not count as passing for the entire trick.

If another variant already closes the trick, no extra skip is applied. If nobody remains after the skip, the trick closes. After a skip, or if they pass, the following player responds normally.

Example. Ana plays an 8 and you play another 8: the next player keeps their turn if they have an 8, but can only play that 8 or pass; otherwise they are skipped. After the third 8, the player holding the fourth can therefore play it on their turn and close the trick.

In a rapid game

Skip if matching cards are missing

This variant is disabled in rapid mode: without turns, there is no next player to skip.

A matching rank remains legal if it meets the required number of cards. Anyone still in the trick can respond; the first legal play accepted by the server counts.

Example. On an 8, anyone still in the trick can offer another 8. Nobody is skipped, even without an 8 in their hand.

Four matching cards close the trick

  • On by default

Four consecutive cards of the same rank at the top of the trick close it. They can come from four of a kind or several successive plays. A new top rank resets this count.

When disabled, collecting all four cards does not automatically close the trick. Other causes can still close it.

This closure is independent of revolution: only playing four cards at once can reverse the order, if “Revolution” is enabled.

Example. Two 8s followed by the other two 8s close the trick, without a revolution.

Strongest card closes the trick

  • On by default

Playing the strongest rank closes the trick: the 2 in normal order, the 3 during a revolution. You must still meet the required number of cards.

When disabled, that rank remains playable but no longer automatically closes the trick. Other causes of closure remain active.

The order before the play is used, even if that play triggers a revolution. Closing a trick preserves the revolution for the next trick.

Example. You open with four 2s in normal order: this variant closes the trick. If “Revolution” is enabled, the four of a kind also reverses the order; the 3 becomes the strongest for the next trick.

Finish with a 2

  • Off by default

When enabled, an accepted play of 2s that empties your hand reserves you a place at the bottom of the standings. The first affected player becomes the Asshole; the next takes second-to-last place, then places work upwards. Other players take the remaining places in finishing order.

This applies to a single 2, a pair, three or four 2s. Rank 2 is still affected during a revolution, even when it is weakest. Finishing with a 3 during a revolution does not trigger this penalty.

Your cards stay played and you stop playing in this round. Trick closure and revolution keep their effects: closing the trick does not protect you from the penalty. Several players can finish with a 2, in the same trick or different tricks.

If all other players finish with a 2, the last player still in the round becomes President, even with cards in hand. Roles, points and exchanges follow these final standings; no points from previous rounds are removed.

Playing a 2 while keeping cards, making a rejected play or holding a 2 when the last available place is assigned automatically does not trigger the penalty. The rule also applies to bots and automated stand-ins.

When disabled, finishing with a 2 does not change your place.

Example. With four players, Ana then Ben finish with a 2. Chloé finishes next and Dan keeps cards: Chloé is President (+3), Dan Vice-president (+2), Ben Vice-asshole (+0), Ana Asshole (+0). Next round, Ana gives her two strongest cards to Chloé and Ben his strongest to Dan; Chloé returns two cards of her choice, Dan returns one.

Roles, exchanges and points

Roles by player count

Roles follow the final standings. These usually follow finishing order. If “Finish with a 2” is enabled, penalised players take reserved bottom places; emptying your hand first therefore does not guarantee becoming President.

With 3: President, Neutral, Asshole.

With 4: President, Vice-president, Vice-asshole, Asshole.

With 5: President, Vice-president, Neutral, Vice-asshole, Asshole.

With 6: President, Vice-president, two Neutrals, Vice-asshole, Asshole.

Exchanges between rounds

There are no exchanges in the first round. Afterwards, roles from the previous round’s final standings determine exchanges after dealing, including after a penalty for finishing with a 2.

The Asshole automatically gives their two strongest cards to the President. The President returns two cards of their choice, including cards they just received.

With four or more players, the Vice-asshole gives their strongest card to the Vice-president, who returns one card of their choice. Neutrals exchange nothing.

The new round starts in normal order: the 2 is strongest for these exchanges. The table waits for all returns before the first turn.

In a rapid game

Exchanges between rounds

There are no exchanges in the first round. Afterwards, roles from the previous round’s final standings determine exchanges after dealing, including after a penalty for finishing with a 2.

The Asshole automatically gives their two strongest cards to the President. The President returns two cards of their choice, including cards they just received.

With four or more players, the Vice-asshole gives their strongest card to the Vice-president, who returns one card of their choice. Neutrals exchange nothing.

The new round starts in normal order: the 2 is strongest for these exchanges. No play is possible until all returns are complete. Then anyone can open and the shared timer starts.

Points and the end of the game

Each round, final roles earn: President +3 points, Vice-president +2, each Neutral +1, Vice-asshole and Asshole +0. A penalised finish with a 2 changes the place earned, with no other point deduction.

Points add up over the number of rounds chosen in the room. Between rounds, from the results, the host picks “Next round” or “End the game”: with “Unlimited”, the standings become final; with a set number of rounds, the game is stopped, with no winner, and the host can then take the table back to the lobby.

Unless the game is stopped, the highest total wins at the end. All players tied for the lead are joint winners. The host can then choose “Play again”: a new game with the same settings, and scores reset to zero.

Example. With three players, the round’s points are 3, 1 and 0. Two players who finish the game on 8 points ahead of everyone else win together.

The timer and absences

You have 30 seconds to act, timed by the server. The timer keeps running while you read the rules, check the table activity or open your profile.

When time runs out, the server chooses a valid action for you: play, pass or return cards during an exchange. It does not pause the game.

If you disconnect, the server may take over before the timer expires. Reconnecting to the same seat lets you resume with the current state, without resetting the timer.

Leaving the room or being removed is different from a disconnection: you cannot reclaim that seat during the game. If this happens mid-round, a bot finishes the round for you, then the seat is freed. If fewer than 3 players are then left, bots included, a game still in progress is interrupted and the table goes back to the lobby.

In a rapid game

The timer and absences

The timer is shared by everyone: 10 seconds of inactivity per trick. It starts when play opens after exchanges, and every new trick restarts it. After that, only an accepted play resets it to 10 seconds.

At zero on a non-empty trick, it closes and anyone can open the next one. At zero on an empty trick, the server makes a legal automatic opening for a player still in the round. This assistance rotates between players and grants no priority before the deadline.

Passing, receiving a rejection, sending a reaction or opening the rules does not extend the timer. Play continues while you read; no personal turn is reserved.

If you disconnect, the server may take over. Reconnecting to the same seat restores the current hand and remaining time, without automatically replaying an attempt sent before the disconnection.

Leaving the room or being removed is different from a disconnection: you cannot reclaim that seat during the game. If this happens mid-round, a bot finishes the round for you, then the seat is freed. If fewer than 3 players are then left, bots included, a game still in progress is interrupted and the table goes back to the lobby. Exchanges have their own 30-second timer; when it expires, the server chooses a legal return.

Your friends. Your rules.

Everyone can see the host’s chosen rules before the game starts. No surprises there.

Play