#01
Dou Dizhu
China’s hugely popular three-player climbing game: one landlord plays against two peasants working together.
Uses both jokers.
3-player list
Three is an awkward number for many card games: partnerships don’t split evenly, and a lot of two-player and four-player games feel off. But some of the best card games in the world were designed for exactly three players.
We start with those—mostly traditional games where one player takes on the other two—and then list games that support three well, sorted by deck and difficulty.
Designed around three players—often one player against two, with the alliance changing every hand.
#01
China’s hugely popular three-player climbing game: one landlord plays against two peasants working together.
Uses both jokers.
#02
A three-player trick game where you bid by discarding three cards that encode exactly how many tricks you will take.
#03
A 78-card trick game where one taker plays against the rest, aiming to win enough points with key trumps.
Needs a French tarot pack.
#04
A 17th-century Spanish trick game where one player takes on the other two; the source of many later games.
Uses a 40-card pack. Pagat lists it as L’Hombre.
#05
The American cousin of Schafkopf, popular in Wisconsin, where the picker takes the blind and plays against the table.
Uses a 32-card pack.
#06
Germany’s great three-player game: bid for the right to play alone, take the skat, and win at least 61 points.
Uses a 32-card pack.
#07
Hungary’s national card game: three players bid through a passed-around talon for contracts such as winning the last trick with the trump seven.
Uses a 32-card pack.
#08
An elaborate Swedish three-player trick game where a lone player draws from the stock and picks from many contracts.
#09
A Kurdish bidding and melding game, almost identical to three-handed double-deck Pinochle.
Uses a doubled 24-card pack.
#10
A Latvian three-player point-trick game related to Schafkopf, with queens, jacks, and diamonds as permanent trumps.
Uses a 26-card pack.
Classics you can deal right now for three people.
#11
A casino banking game: bet on the player or banker hand and let fixed drawing rules decide who lands closer to nine.
#12
A pure-luck children’s game where court cards demand payment of one to four cards from the next player.
#13
Draw toward 21 without busting while the dealer follows fixed rules; the familiar casino banking game.
#14
Play cards face down claiming a rank; anyone can call your bluff, and the loser picks up the pile.
Also called I Doubt It or BS.
#15
Match the top card by suit or rank, play an eight to change the suit, and race to empty your hand.
#16
Each player holds one card and decides whether to swap it with the next player; the lowest card loses a life.
Also known as Ranter-Go-Round or Screw Your Neighbor.
#17
Flip cards into a pile and slap doubles, sandwiches, and other patterns faster than everyone else.
Slap rules vary widely from table to table.
#18
Ask other players for a rank you hold and collect books of four; the classic first card game for kids.
#19
Replace face-down cards over several holes and aim for the lowest total score.
#20
Each player bids secretly with one suit for prize cards revealed from another; a pure game of bluff and value.
Also known as GOPS; pagat files it under that name.
#21
Build descending, alternating-color piles around a cross layout, with kings opening the corners.
Also called Kings Corners.
#22
Match the top discard by suit or rank and use special cards to disrupt other players.
Special-card effects vary by country and play group.
#23
Turn over two cards at a time and remember their positions to collect matching pairs.
#24
Combine betting-board payouts, poker comparisons, and a race to shed cards in sequence.
Also encountered under names such as Michigan Rummy; local versions differ.
#25
Make pairs and draw from neighbors while trying not to finish with the unmatched card.
#26
Get rid of your hand and then your face-up and face-down table cards, playing equal or higher—with special twos and tens.
Also known by a ruder name; house rules vary.
#27
Draw and discard to arrange your cards into valid sets and runs.
#28
Build each suit up and down from its seven; if you can’t play, you pass or pay into the pot.
Also called Fan Tan or Domino.
#29
Draw and discard to collect a hand worth as close to 31 in one suit as possible, then knock.
Also called Scat or Blitz.
#30
A Finnish bluffing game: play cards face down, announce what they are, and pick up the pile if you are caught lying.
#31
The Russian version of Cheat—“trust, don’t trust”—where you shed cards face down and challenge suspicious claims.
#32
A Nigerian trick game for a short 35-card pack where only the last trick decides the hand.
Uses a reduced pack; regional rules vary.
#33
The old English ancestor of Pitch: score for high, low, jack, and game while following trump-led tricks.
#34
A Middle Eastern fishing game where you capture by matching or summing, with jacks and the seven of diamonds as specials.
#35
France’s favorite trick game: bid a trump, score the jack and nine highly, and declare runs and the trump king-queen pair.
Played with a 32-card pack.
#36
A climbing game from East Asia: beat the last play with a higher single, pair, or five-card poker hand and empty your hand first.
#37
A Cajun gambling trick game: stay in and you must take at least one trick, or match the whole pot.
#38
An Italian point-trick game with no need to follow suit, so reading your partner and the trump card matters most.
Usually played with a 40-card Italian pack.
#39
Partners collect melds, especially seven-card canastas, across a long-form rummy game.
#40
A fishing game where you capture table cards by matching or building sums, with bonus points for cards and spades.
Also spelled Cassino.
#41
Rummy played over several deals, each with a required contract of sets and runs before you can go down.
#42
Peg points on a board for fifteens, pairs, and runs, with a spare “crib” hand belonging to the dealer.
Needs a cribbage board or another way to keep score.
#43
Ecuador’s national card game: capture by matching or adding and race to forty points, with bonuses for sweeps.
Uses a 40-card pack.
#44
A combat card game where number cards score points and other ranks act as one-off effects or permanent powers.
#45
Russia’s best-known card game: defend against attacks by beating each card, or take them all and fall behind.
Uses a 36-card pack.
#46
A historic banking game of the American frontier where players bet on which rank the dealer turns next.
#47
Avoid penalty cards in tricks—or take the risky path of capturing every one.
#48
A 13-card rummy where you need at least one pure run without jokers before you can declare.
Uses two decks with jokers.
#49
Switzerland’s national card family: point-trick games where the trump jack and nine are worth the most.
Traditionally played with a 36-card Swiss or French pack.
#50
A rummy game played with jokers and two decks, popular in Britain and the Caribbean, with escalating contracts.
Also spelled Kaluki.
#51
A historic gambling trick game: take at least one trick or pay into the pot, which can grow dramatically.
#52
Shed your cards while discovering the group’s hidden rules through penalties and play.
House rules are the point of the game, so versions differ substantially.
#53
A simple bidding game: bid how many of five tricks you can take, up to the daring “Nap” for all five.
Also called Napoleon.
#54
Play solitaire-style piles simultaneously while racing to empty your personal Nertz pile.
#55
Predict exactly how many tricks you will win, then navigate the hand to hit that bid.
#56
Bid for the right to name trump, then win points for high, low, jack, and game.
#57
Combine betting decisions with ranked card hands across many distinct variants.
Player count and duration depend heavily on the poker variant and stakes format.
#58
A cooperative game for a standard deck: defeat twelve royal enemies by playing cards whose suits trigger powers.
#59
A rummy where you can take deep into the discard pile, and melds score by card value toward 500.
#60
Italy’s most famous fishing game: capture cards by matching or summing and score a scopa for sweeping the table.
Uses a 40-card Italian pack.
#61
The most popular poker variant: two private cards, five shared ones, and four betting rounds.
#62
An Italian trick game where the three is the highest card and you must follow suit with points in mind.
Uses a 40-card pack.
#63
A South American bluffing trick game where players can raise the stakes mid-hand with a shouted challenge.
Uses a 40-card Spanish pack; regional rules vary.
#64
An Australian student-invented trick game loosely based on Hearts, where the leader chooses trumps each hand.
#65
A bluffing trick game from Nice, related to Truc, where tens and nines are the highest cards.
Uses a 32-card pack.
#66
An Israeli draw-and-discard game: reduce your hand total and call Yaniv—unless someone else is even lower.
#67
An old point-trick game where the four jacks—the Yukons—are trumps and hands are refilled after every trick.
#68
A Chinese climbing game where you fight for point cards—fives, tens, and kings—while shedding your hand.
#69
A Hungarian game for two or four: win tricks by matching the rank of the card led, with sevens acting as wild cards.
Uses a 32-card pack.
#70
An American melding and trick game with a doubled pack: score meld first, then win counters in tricks.
Needs a 48-card pinochle deck.
Learn in five minutes; play with three just as well as with more.
#71
A small “deck-wrecking” game: start with a hand full of artichokes and use vegetables to clear them out.
#72
Flip cards until two symbols match, then race to name an example of your opponent’s category before they name yours.
#73
A cooperative tile-laying card game for kids and families: close every tunnel before the bandit escapes.
#74
Build silly monsters from heads and limbs, then send them against waves of babies for points.
#75
Animals jostle in a queue outside a club, each with a power to push, jump, or bounce others out of line.
#76
Draft cards over a trip around Australia, scoring sites visited, souvenirs, animals, and a hidden throw-and-catch card.
#77
Draft rows of cards to feed your cats, collect toys, and avoid leftover food.
#78
Pass a critter card face down and lie—or tell the truth—about what it is; collect four of a kind and you lose.
#79
Spymasters give one-word clues so teammates can identify their agents in a grid of words without touching the assassin.
#80
Take a row of chameleon cards or add one more; only three colors score positively, so overcommitting hurts.
#81
Stack matching asset pairs into a pile and steal the top of other players’ stacks before they protect them.
#82
Each player sees every card but their own; bid on the total of all cards and call when someone overbids.
#83
A pirate push-your-luck game: keep drawing for loot, but two of the same suit busts your turn.
#84
A storyteller gives a clue for an illustrated card; others play their best decoys and everyone guesses the original.
#85
Any two circular cards share exactly one symbol; spot it first in several fast mini-games.
Sold as Spot It! in North America.
#86
An UNO spinoff where you match by number—or by the sum of two cards—to a growing center row.
#87
Collect sets and runs of adventurer cards and use them as dice rolls to defeat creatures and win enchantments.
#88
A fast free-for-all where adventurers play attack, shield, and mighty-power cards to be the last one standing.
#89
Race to play numbered cards into shared piles while clearing your personal blitz stack.
#90
Build up and down from the elevens in each color, playing when you can and drawing when you can’t.
#91
Avoid explosive cards by using action cards to skip, peek, shuffle, or defuse.
#92
Make books and runs across eleven rounds as the hand size and wild rank change.
#93
Build shared piles from 1 to 15 while racing to empty your personal stockpile first.
#94
A push-your-luck number game: flip cards for points, but a duplicate busts you and seven unique cards ends the round.
#95
Play cards that continually change the draw, play, and victory rules.
#96
Bid for properties in one phase, then sell them for checks in the next, using every card you bought.
#97
Protect your little gub creatures from traps and hazards; whoever has the most gubs when the letters are drawn wins.
Out of print at the publisher.
#98
Plant herbs into different pots—some need variety, some need pairs—in a calm, pretty set-collection game.
#99
Bid secretly with number cards for mouse and vulture cards; tied bids cancel each other out.
Also sold as Raj.
#100
Compete to complete three-panel comic strips with the funniest final card.
Adult humor; check the edition before choosing it for a group.
#101
Flip cards in turn; when shapes match, the two players race to grab the wooden totem in the center.
#102
Everyone writes a one-word clue for the guesser, but identical clues are erased before they are seen.
#103
Play animals around a watering hole; when three of one type gather, they chase away the next weaker animal.
#104
A tiny bluffing game: hold one card, decide whether to swap, and bet on having the highest—with a twist for the lowest.
#105
Play matching or one-higher cards, or quit the round before you get stuck holding points.
Pronounced “llama”.
#106
Send pirate ships after merchant vessels and fight over them, with captains and an admiral as power cards.
Out of print at the publisher.
#107
Use one card per turn to deduce and eliminate rivals while protecting a strong hand.
#108
Choose to score matching colors or steal a matching stack from another player.
#109
Bid secretly for property cards and complete three color sets before anyone else.
#110
Collect three complete property sets while charging rent and playing disruptive actions.
#111
Follow changing table rules, catch mistakes, and avoid accumulating penalty cards.
#112
Use action, counter, and trap cards in a chaotic race to hold exactly ten cards.
#113
Spend limited chips to refuse cards, or take them and build low-scoring sequences.
#114
A single-night hidden-role game: role cards are viewed or swapped in the dark, then everyone votes.
#115
Build a shared penguin pyramid; each new card needs matching support, and leftover cards cost points.
#116
Complete a different run-or-set objective in each phase before opponents advance.
#117
Shout and trade sets of commodities simultaneously, cornering the market on wheat, corn, or barley.
#118
Each card is either a vegetable or a scoring rule; draft wisely to build a salad that fits your recipes.
#119
Place numbered cards on a grid, covering lower cards, to get four (or five) of your color in a row.
#120
Draw cards into shared columns and decide when to stop before a duplicate or a die roll ruins the haul.
#121
Remember your face-down cards and swap them out to lower your total, with peek and swap powers.
#122
Find three cards where each feature—color, shape, number, shading—is all the same or all different.
#123
Give clues using illustrated cards that resemble the secret character, while the guesser eliminates the rest.
#124
Play cards 1 to 12 onto shared building piles, using wild cards to clear your stockpile first.
#125
Wake up queens with kings, steal them with knights, and do a bit of math to discard number cards.
#126
Bluff about the spice and number of each card you play face down; a challenger risks big if you told the truth.
#127
Everyone shares a secret location except the spy, who must bluff through questions and guess where they are.
#128
The bigger version of Sushi Go!, with a menu you customize and room for up to eight players.
#129
Draft one card at a time to assemble valuable sushi combinations before hands pass on.
#130
Chant the five words as cards flip, and slap the pile when the card matches the word.
#131
Everyone knows the secret word except the chameleon, who must blend in while players give one-word clues.
#132
Cooperatively play cards 2–99 onto rising and falling piles, hinting without naming numbers.
#133
Cooperate to play numbered cards in ascending order without discussing your hands.
#134
Collect sets of cards, and when certain cards appear, throw squishy burritos at other players.
#135
Match color or number, use action cards, and be first to empty your hand.
#136
UNO with double-sided cards: a flip card switches everyone to a harsher dark side.
#137
A brutal UNO variant with stacking draw cards and a rule that knocks out anyone holding 25 cards.
#138
A judge picks a photo; everyone plays the caption card that makes the best meme.
Adult content in the core game.
#139
Add numbered cards to rows while trying not to take piles full of penalty points.
#140
The rules keep changing while zombie creepers complicate the shifting goals.
#141
Avoid explosions and use zombie cards that can bring eliminated players back into the round.
More decisions per turn—good for three experienced players.
#142
A cooperative deck-builder where you never shuffle, so the order of your discards becomes part of the plan against a boss.
#143
Build colorful tree paths while keeping the right cards in hand to earn scoring rights.
#144
Dig for treasure, trade at the market, and decide when to risk exploring the pyramid before sandstorms hit.
#145
A post-apocalyptic deck-builder where you skirmish each round for the best salvage and the largest tribe.
#146
Buy heroes and constructs from a constantly changing center row, or spend power to defeat monsters for honor.
#147
Monks gift, keep, or auction cards to control the categories of a medieval library while dice change their values.
#148
Plant, trade, and harvest beans while managing a hand whose order cannot be rearranged.
#149
Build a retro video-game dungeon room by room to lure heroes in—and make sure they never come out.
#150
Collect merchant cards that upgrade and trade spice cubes into higher-value goods to buy point cards.
#151
Secretly choose a character each round—assassin, thief, merchant, and more—to build the most impressive city.
#152
Bluff about hidden influence, challenge rivals, and be the last player still in power.
#153
Teams send coded clues about their secret keywords while the other team tries to intercept the pattern.
#154
A trick-taking game where winning a trick also triggers a suit action that moves diamonds into your vault.
#155
Buy cards from a shared market to improve your deck and score the most victory points.
#156
Draft animal and habitat cards into a grid, then score the food web you managed to build.
#157
A fantasy duel with no resource system: every card costs either nothing or the one gold you get per turn.
#158
A series of single-use escape rooms in a box, solved with riddle cards, a decoder wheel, and sometimes scissors.
Each box can be played once.
#159
Keep a seven-card hand whose combos and penalties interact; the strongest kingdom wins when the discard row fills.
#160
Play eight region cards, then score them in reverse, so each card only sees the ones played after it.
#161
A chaotic shedding game with special cards and fiendish event cards that can wreck the whole table.
#162
Play a card higher than others to push their cards off the table—unless they team up with matching numbers.
#163
A climbing game with Chinese-style combinations and a punishing penalty for cards left in hand.
#164
Make your eccentric family as miserable as possible before they die—while cheering up everyone else’s—using transparent cards.
#165
Collect nobles at the front of the line during the French Revolution while action cards reshuffle the queue.
#166
A two- or three-player climbing game with face-card bombs and wild cards set aside from the deal.
#167
Cooperate to build fireworks while everyone can see every hand except their own.
#168
Auction luxury items with money cards you can never get back, and avoid ending with the least cash.
#169
A seasonal fishing game played around a board where the current season limits harvesting, sowing, or stockpiling.
#170
Explore together, then decide when to leave before a repeated hazard ends the round.
BGG lists it under its original title, Diamant.
#171
A streamlined Race for the Galaxy cousin: explore and settle worlds while income snowballs quickly.
#172
Recruit Marvel heroes into your deck and fight together against a mastermind and its villain scheme.
#173
Lay petals of different flowers to complete them, using wildlife and insect guardians to claim control.
#174
Roll dice to activate city cards, earn coins, and complete your landmarks first.
#175
Pitch absurd inventions that solve a prompt using the unlikely object in your hand.
#176
Advance toward the distance target while hazards stop rivals and safety cards protect you.
#177
Kick down doors, fight monsters, collect treasure, and interfere with rivals racing to level ten.
#178
Improve cards inside transparent sleeves and push for resources without spoiling your turn.
#179
A deck-builder with a vampire theme, where chaining cards by color lets you combo on others’ turns.
#180
One player is a creature hunting the rest, who are stranded astronauts hiding in places across an alien planet.
#181
A quick climbing game where you replace played cards with a higher combination of the same color or number.
#182
Turn market cards into goods in a chain of medieval buildings, guessing which resources will appear.
#183
Play cards face down in a shared line, then decide when to reveal them for attacks, assassinations, and plots.
#184
A deck-building word game where your cards are letters: spell words to buy better letters and wild cards.
#185
Add a card to the parade and take cards that match it or are lower than its value—while avoiding majorities.
#186
Flip harbor cards to trade, hire, or complete expeditions—but two ships of the same color end your turn.
#187
A simple Chinese rummy-style game: collect a 16-card hand made of eight pairs; players can join between hands.
Played with a Chinese Dongguan pack.
#188
Ask other players for named cards and collect complete four-card families.
#189
Build words from letter cards as hand sizes grow over eight rounds.
#190
The rule card decides who is winning; play a card or change the rule each turn, or you are out.
#191
A tight engine-builder with only eight cards in your deck, racing to ten points through artifacts and monuments.
#192
Dwarves build tunnels toward gold while hidden saboteurs quietly break tools and lay dead ends.
#193
Play ascending or matching sets without rearranging your hand, or scout a card from a rival.
#194
Collect origami sea creatures for pairs and sets, then decide whether to end the round safely or bet everything.
#195
Pack goods into a bag, declare them to the sheriff, and bribe or bluff your way past an inspection.
#196
Shuffle two faction decks together—say, pirate ninjas—and break bases with their combined powers.
#197
Collect gem tokens to buy development cards that give permanent discounts and attract nobles.
#198
Build a city from just 18 cards, overlapping zones and roads to satisfy three random scoring goals.
#199
A cooperative trick-taking campaign where specific players must win specific cards, with very limited communication.
#200
A series of card-based escape rooms, with an app that checks codes and runs the timer.
#201
Build a unicorn stable while using upgrades, downgrades, and counters to slow rivals.
#202
Roll dice each turn to activate citizens for everyone, then recruit more, slay monsters, and build domains.
#203
Arrange flowers and trees around your village green to satisfy changing award cards.
#204
Build a healthy body of four organs while infecting your opponents and curing your own viruses.
#205
Bid an exact number of tricks while wizard and jester cards bend ordinary suit ranking.
#206
Predict your final trick count, then follow symbol combinations rather than ordinary suits.
#207
A deck-thinning deck-builder where you distill air into pure xenon and fulfill contracts.
#208
Cooperatively group spirit cards by type without talking, peeking at cards and moving them around a shared grid.
#209
A cooperative, story-driven living card game where investigators build decks and play through linked horror scenarios.
Four players need extra core content.
#210
Cards serve as roles, buildings, materials, and clients in a dense, combo-heavy game about rebuilding Rome.
Long out of print; check the edition before buying.
#211
A deck-building civilization game where your nation evolves from barbarian to empire, each with unique cards.
#212
Build a civilization tableau whose card icons power increasingly disruptive abilities.
#213
Cast spells, summon creatures, and reduce an opponent’s life using a constructed deck.
Player count, deck size, and duration vary by format.
#214
Build a hero deck and cooperate to defeat a villain before its scheme succeeds.
#215
Choose phases and build a space empire through worlds, developments, production, and trade.
#216
A cooperative living card game where heroes quest through Middle-earth scenarios, playable fully solo.
Questions
Among traditional games, Skat (Germany) and Dou Dizhu (China) are the classic three-player games. For a quicker family option, try Ninety-Nine with a standard deck or a boxed game like Sushi Go!.
Hearts is often played with three by removing one card from the deck. Spades is designed as a four-player partnership game; three-player versions exist but change the scoring, so check the linked rules.
Many rummy and shedding games—Rummy, Crazy Eights, Cheat—scale to three. Strictly two-player games like Gin Rummy, Speed, and Piquet are not listed.
They are built around one declarer playing alone against the other two. With three players, everyone takes turns being the lone player, which keeps the game balanced.
Lists by situation
58 games
Big-group, hidden-role, and fast slap games that work for six or more people.
See the list35 games
Classic solitaire with a standard deck, plus modern solo card games and co-op campaigns.
See the list112 games
Simple card games you can learn in about five minutes, sorted by deck and group size.
See the list112 games
Card games kids, parents, and grandparents can all play together—from Go Fish to Sushi Go!.
See the list128 games
Traditional games played with ordinary cards—trick-taking, rummy, fishing, shedding, and solitaire.
See the listA–Z letter guides
Each letter has its own page with every checked game, quick picks, and links to the rules.