Switch
Switch is the game most people have played under a different name. Match the pile, dump your cards, and hold your weapons until the moment somebody is one card from winning.
Click a card to select it — or several of the same rank — then press Play. Draw if you cannot go.
| Players | 2 to 4 |
|---|---|
| Deck | One standard 52-card deck, seven cards each |
| Play time | 5–12 minutes |
| Difficulty | Easy — the depth is all in timing |
How to play Switch
Each player starts with seven cards and one card is turned up to begin the pile. On your turn you play a card that matches the top of the pile by either suit or rank: on the five of spades you can play any spade, or any five. If you cannot play, you draw one card from the stock and your turn ends.
You may play several cards of the same rank at once — three sevens together, if you have them — which is the main way of clearing a hand quickly.
The power cards
Eight of the thirteen ranks do something beyond matching, and knowing them is the game:
- 2 — the next player draws two. It stacks: a two played on a two makes it four, then six, and so on until somebody cannot answer.
- 7 — dump the suit. After playing a seven you may play more cards of that same suit in the same turn, with no further effect from them.
- 8 — the next player misses their turn.
- 10 — reverses the direction of play. In a two-player game it acts as a skip.
- Ace — playable on anything, and you nominate the new suit.
- Black jack — the next player draws five. Two together make ten.
- Red jack — cancels a black jack, five cards' worth each. It is the only defence.
- Black queen — swap your entire hand with the next player.
Winning
Play your last card and you win — with one exception. An ace can never be your final card. If you play one with nothing else in hand, you draw a replacement and play continues.
Strategy
Switch has almost no hidden depth in the rules and a surprising amount in the timing. Everyone can see how many cards you hold, which means everyone can see when you are dangerous.
A power card spent early is a power card wasted
Making somebody draw two when they are holding nine cards achieves nothing. The same two played when they are down to their last card takes the game off them. Hold your twos, jacks and queens until an opponent is close to going out, and accept drawing a card yourself rather than firing one off pointlessly.
Shed high-value flexibility, keep an escape route
You will eventually face a suit you cannot match. An ace held back guarantees you can always play, so keep exactly one if you can — but remember it cannot be your last card, so plan to shed it second-from-last.
Keep a red jack if a black one is out
Two black jacks exist and a five-card penalty is enormous in a seven-card game. If neither black jack has appeared, holding a red one is cheap insurance. Playing it as an ordinary jack early is throwing away the only defence in the deck.
The black queen is a weapon, not a card
Swapping hands is devastating in one specific situation: you have a large hand and the next player has a small one. That means you should sometimes avoid shedding cards for a turn to keep the swap worth making. It is the only card in the game that rewards holding a bad hand.
Count what the next player can answer
If the player to your left has been drawing repeatedly, they are short of suits. Changing the suit with an ace right before their turn is far stronger than changing it at random, and playing an eight to skip them entirely is often better than either.
Variants
- Names — the same game circulates as Jack Changes, Two Four Jacks, Switch, Peanuts and a dozen local variations, each with a slightly different set of power cards.
- Last card / say Switch — many house rules require you to announce when you are down to one card, with a penalty draw if you forget.
- Nine reverses, four skips — the assignment of powers to ranks is the most-varied part of the game; almost every group plays a different table.
- Two decks — for five or more players, which makes stacking twos genuinely dangerous.
- No stacking — removing the ability to answer a two with a two, so the penalty always lands.
Where Switch came from
Switch belongs to the Eights group of shedding games, whose common ancestor is Crazy Eights — an American game documented from the 1930s in which the eight is a wild card allowing a change of suit. The whole family shares one idea: match the pile by rank or suit, with certain cards breaking the rules.
The British and Commonwealth branch, played with a standard deck and a much larger set of power cards, is generally known as Switch or Jack Changes and spread by word of mouth rather than print, which is why the rules vary so widely between groups. John McLeod's card game archive documents dozens of regional versions and notes that no two are quite alike. The family's commercial descendant is Uno, published in 1971 by Merle Robbins, which took the Crazy Eights structure, replaced the standard deck with a purpose-built one, and made the power cards explicit — an idea Switch players had already arrived at independently.
Questions people ask about Switch
- What are the power cards in Switch?
- A 2 makes the next player draw two and stacks with other twos; a 7 lets you dump more of that suit; an 8 skips the next player; a 10 reverses direction; an ace lets you choose the suit; a black jack forces a five-card draw; a red jack cancels a black jack; and a black queen swaps hands with the next player.
- Can an ace be my last card?
- No. If you play an ace with an empty hand you must draw a replacement card and play continues. It is the one restriction on going out, and it catches people who save an ace for the finish.
- How does stacking twos work?
- If someone plays a two against you, you can answer with a two of your own instead of drawing — which passes the penalty on and increases it by two. The player who eventually cannot answer draws the whole accumulated total.
- What happens if I cannot play?
- You draw one card from the stock and your turn ends. If a draw penalty from twos or black jacks is pending, you draw that amount instead unless you can stack or cancel it.
- Is Switch the same as Uno?
- They are close relatives rather than the same game. Both descend from Crazy Eights, but Uno uses a purpose-designed deck while Switch uses a standard 52-card pack and assigns its powers to ordinary ranks.
- What does the 7 actually do?
- It opens a dump: after playing a seven you may continue playing cards of that same suit in the same turn. The extra cards have no special effect, so it is purely a way of shedding several cards at once.