You're sitting at a sticky kitchen table with a stack of quarters or maybe just some loose buttons. Everyone thinks they know how to play, but then someone tries to "knock" on the first turn and suddenly the whole room is arguing. That’s the thing about the rules to card game 31. It's basically the chaotic cousin of Blackjack and Poker. It’s simple enough for your nephew to play but cutthroat enough to make your best friend stop talking to you for an hour.
Most people call it Scat. Others call it Blitz or Cadillac. Whatever the name, the goal is always the same: don't be the loser with the lowest hand when the round ends.
The Basic Setup (Before You Start Losing Quarters)
You only need a standard 52-card deck. No jokers. Throw those away or put them back in the box. You also need lives. Usually, people use three coins or tokens. If you lose a round, you lose a coin. Lose all three? You’re "swimming." Lose again while swimming? You're out. It's brutal.
Every player gets three cards. Dealing moves clockwise. The rest of the deck goes in the middle as a draw pile, and the top card is flipped over to start the discard pile.
The point system is where people usually trip up. You are trying to get as close to 31 as possible, but here is the kicker: the cards must be in the same suit. If you have an Ace of Hearts, a King of Hearts, and a 2 of Spades, your score isn't 22. It’s 20. That 2 of Spades is worthless to you right now. It’s dead weight.
- Aces are worth 11.
- Face cards (Kings, Queens, Jacks) are worth 10.
- Number cards are worth their face value.
- Three of a kind (like three Sevens) is a special case. It's worth exactly 30.5 points, regardless of the face value of the cards.
Why 30.5? Because it beats a 30-point hand made of a suit, but it loses to a perfect 31. It’s a weird nuance, but it keeps the game from ending in a stalemate.
How a Turn Actually Works
On your turn, you do one of two things. You either draw a card or you knock.
If you draw, you can take the top card from the deck or the top card from the discard pile. You then have to discard one card. You can even discard the card you just picked up if you realized it was a mistake, though that’s usually a sign you aren't paying enough attention.
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The strategy here is basically "hand management." You’re constantly swapping out low-value suit cards for higher ones. You’ve got a 5 of Clubs? You’re praying for that Jack of Clubs to show up in the discard.
The Art of the Knock
Knocking is how you end the game. If you think your hand is "good enough"—meaning you don't think anyone else at the table can beat your current score—you rap your knuckles on the table. You don't draw a card. You just knock.
Once you knock, everyone else gets one last turn. This is the most stressful part of the rules to card game 31. You sit there watching your friends frantically try to improve their hands while you're frozen with whatever cards you had.
If you knock and someone ends up with a higher score than you, you’re the one who loses a life. It's a gamble. Sometimes you knock with a 22 because you think everyone else has garbage. Sometimes you're wrong.
The "Blitz" and Immediate Wins
If you hit exactly 31, you don't wait. You don't knock. You just flip your cards over and yell "31!" or "Blitz!"
The game stops instantly. Everyone else loses a life immediately. It doesn't matter if they were one turn away from a perfect hand. They’re done. This is the only time the "one last turn" rule is ignored. It’s the ultimate power move.
Honestly, getting a 31 on the deal is the best feeling in the world. It’s rare, but it happens. Statistically, it's about as likely as flopping a set in Texas Hold'em, but in a small group, it feels like destiny.
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Nuances and House Rules Everyone Argues About
Because this is a "parlor game," everyone’s grandma has a different version of the rules. According to Pagat, the definitive source for card game history and rules, the game is ancient—dating back to at least the 15th century in Europe as Trentuno. Back then, the scoring was slightly different, but the core mechanics survived centuries of tavern brawls.
One common variation involves the "Banking" rule. In some circles, if two people have the same score when a knock occurs, the person who didn't knock wins. The logic is that the knocker "challenged" the table and failed to prove superiority.
Then there's the "30.5" debate. Some people hate the 30.5 rule for three-of-a-kind. They prefer to play where three Aces equals 32 or something equally ridiculous. Don't do that. Stick to 30.5. It keeps the math clean and prevents the Ace from being too overpowered.
Another big one: Can you take a card from the discard pile and then immediately throw it back? Usually, the answer is no. Most serious players agree that if you take from the discard, you must discard a different card from your hand. It prevents "stalling" the game.
High-Level Strategy for People Who Like Winning
Don't knock too early. It’s a rookie mistake. If the deck is still thick, there are too many high cards left for people to find.
Watch the discard pile like a hawk. If your neighbor is picking up Diamonds, stop throwing Diamonds. It sounds obvious, but you’d be surprised how many people go on autopilot. If you see someone pick up a King of Spades, and you have the Queen of Spades, hold onto it. Even if it doesn't help your hand, it keeps them from getting that 31.
Also, know when to switch suits. If you start with two small Hearts and a 10 of Spades, and a King of Spades hits the discard pile, pivot. Abandon the Hearts. It’s better to have a 20 in Spades than a 15 in Hearts.
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The Psychology of the "Weak Knock"
Sometimes, you knock with a terrible hand—like a 19—just because you've noticed everyone else is discarding high cards of different suits. It’s a bluff. If you knock quickly, people panic. They might discard a card they actually needed because they think they only have one shot to save themselves.
But be careful. If you’re playing against seasoned players, they’ll smell the weakness.
Common Mistakes to Avoid
- Forgetting the "Last Turn": I've seen people knock and then try to take another card. No. You're done. You're a spectator now.
- Miscounting the Ace: Remember, an Ace is 11. If you have an Ace, a King, and a Jack of the same suit, that’s 31. Some people think it’s 30 because they count the Ace as 10. Don't be that person.
- Ignoring the Three-of-a-Kind: If you have two 7s and a 7 of a different suit pops up, take it. 30.5 is a very strong hand. It’s better than almost anything else you’ll realistically build in five turns.
- Drawing from the deck when the discard is better: People have a weird psychological bias toward the unknown. They want the "mystery card." If there’s a Queen on the discard and you need a high card, take the Queen. Don't gamble on the deck giving you an Ace.
Why 31 Is the Perfect "Bar Game"
It doesn't require a table. You can play it on a literal bar top. It’s fast. A round takes maybe three minutes.
The social aspect is what makes the rules to card game 31 so enduring. Because you only have three cards, the information is limited. You spend half the time looking at the cards and the other half looking at your friends' faces to see if they’re sweating.
It’s also one of the few games where "elimination" doesn't feel too bad. Since rounds are so fast, the person who gets knocked out usually only has to wait ten minutes before a new game starts.
Actionable Steps for Your Next Game Night
If you're going to host a game of 31, do these things to make it run smoothly:
- Assign a "Banker": Someone to handle the coins or tokens so people aren't stealing from the pot.
- Set the "Swimming" Rule: Clarify before the first deal that "swimming" means you have zero lives left but are still in the game until you lose one more time.
- Use a "Burn" Card: If you want to be fancy, the dealer can "burn" the top card of the deck before starting the discard pile. This prevents the person under the deck from seeing what's coming.
- Agree on the Tie-Breaker: Decide now if a tie goes to the knocker or the defender. Don't wait until it happens to decide, or someone will end up grumpy.
- Keep the Deck Tight: 31 is best with 3 to 6 players. Any more than that and the deck runs out too fast, forcing you to reshuffle the discards, which is annoying and ruins the "card counting" aspect of the game.
Grab a deck. Find some quarters. Start playing. It’s the easiest way to turn a boring Tuesday into a competitive mess in the best way possible.