President
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This was a popular game back when I was in middle-school, mostly so we could call each other 'Scum'!
Setup
Deal out all cards. (Some may have more than others.)
Cards are ranked with 2 as the highest, followed as high to low with Aces to 3's. Jokers are wild. Suits do not matter.
Play
On the first game, the player holding the 3 of Spades leads first (but is not required to play it). This player may lead with any combination. Play continues to the left (clockwise).
- A player must follow the lead combination with a higher ranked combination of same type and length, or pass.
- If any player passes, they may still play cards in the future if the play comes back around to them.
- When all players pass except one, then the table is cleared and the last person who did not pass leads the next hand.
Combos
A combo can only be beaten by a higher version of itself.
- Single: One card played by itself.
- Pair: Two cards of the same rank.
- Triple: Three cards of the same rank.
- Quad: Three cards of the same rank.
Jokers can be used to make any combo.
Playing a 2 (of any combo) will clear the current pile.
End of Round
First player to shed out (get rid of all cards) wins and becomes the President, scoring 2 points.
The second to go out becomes Vice President and scores 1 point.
The seating order rearranges around the new President, with the VP on their right, continuing counter-clockwise until the Scum is on the President's left.
The ranks from high to low are: President, Vice President, Citizen (as many as needed), Vice-Scum (if 5 or more players) and Scum.
Starting a new Round
The Scum shuffles and deals the cards, the President cuts the deck.
After dealing, the Scum must give the president their highest card, and the President gives the Scum whatever card they want in exchange.
If playing with 5 or more people, the President and Scum exchange 2 cards, and the Vice President and Vice Scum exchange 1 card.
End of Game
The first player to reach 11 points wins.
Variations
Flying
Players can play out of turn to complete a Quad. (6-6 played after a 6-6) When they do, the current pile is cleared and the person that completed the Quad starts a new pile.
Skipping
If a player can match the exact combo (7 after a 7), the next player in rotation is skipped.
Nathan's Notes
I learned this way before I learned any other shedding games, but it does seem to have some influence from Big 2 and other shedders/climbers. I can't find a whole lot on it's origin, and because of the time that this spread, everyone seems to have different memories of it...
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