SCHEISSEKOPF
SCHEISSEKOPF
''SHIZE CAW PFF''
''SHIZE CAW PFF''
THE OFFICIAL GAME OF BITENIGHT
THE OFFICIAL GAME OF BITENIGHT
OVERVIEW
GOAL
Get the most points by using doubles, triples, four-of-a-kinds, and special cards to stay in the game as long as possible. Force other players out of their cache early and plan your exit for the right moment. The player with the most points at the end of all rounds is the winner.
POINTS
The longer you stay in, the more points you get, just don't be the last one out. First out gets 10 points, second gets 20, third, 30 and so on, until one person is left with cards on the table. This is the Scheissekopf and awarded 0 points. Play one round per player and tally the points at the end of each round, most points by the end of all rounds is the winner. Sheissekopf can be played with any number of players. For 5 or more players, start adding decks.
TWO-PLAYER SCHEISS
There are no points in two player Sheiss. First person to play through their cache wins.
GAME COMPONENTS
YOUR CACHE
Your cache of cards consists of three sections that must be played one at a time and in order—first your hand, then your bank, and, finally, your gamble.
Anytime you draw or take the stack, those cards go into your hand (even if it was empty) and you gotta get rid of them before digging back into the rest of your cache.
You must have at least 3 cards in your hand. At the end of each turn, replenish your hand from the draw pile until the pile is gone.
THE HAND
Each player’s hand starts with 3 cards and, as long as the draw pile has cards in it, the player’s hand must consist of at least 3 cards. You cannot play from your bank or gamble until your hand is empty.
(Tip: It's common to have a lot more than 3 cards in your hand after taking the stack. In this these cases, you don't have to draw.)
THE BANK
3 cards dealt face up to each player. The bank can only be played once the draw pile and the player’s hand are empty. The bank remains face-up and viewable to all players. Don't forget to stock the bank before your first turn.
THE GAMBLE
3 cards dealt face down at the top of each round. DO NOT LOOK at these cards. The gamble is played blind, one card at a time, and only once the player has completely emptied their hand and bank. On your turn, flip a card from your gamble to the top of the stack. If it plays, great, your turn is over. If it doesn't play, you take the stack, including the card you just flipped.
(Tip: it's possible to flip each card from your gamble and have to take the stack each time.
because of this, it's common to be left with only cards in your hand at the end of a round, and
nothing in your bank or gamble)
THE STACK
This is the pile of cards that everybody’s playing on. You just have to beat what’s sitting on top, but keep an eye on what’s goin' on in there. You’ll wanna know what you or somebody else is getting when they pick it up. It’s not always a bad thing to take the stack.
THE DRAW PILE
Whatever’s left after the initial deal is put facedown within reach of all players. This is the draw pile. Players pull from the draw pile after each turn to get their hands back up to three cards. The game really starts once the draw pile is empty.
SPECIAL CARDS
JOKERS
Jokers play on anything and are one-time use. Official Bite Night decks have 3 Jokers. On your turn, show the Joker to whoever you want, forcing them to take the stack. The player to their left starts the next stack and the Joker goes into the discard pile.
(Tip: you can show yourself the Joker if you’re looking to take the stack. This can be very helpful to stay in the round longer).
TENS
10s play on anything and blow the stack. On your turn, play the 10 and clear the whole pile, including your 10, to the discard pile. You start the next stack.
THREES
3s play on anything and are invisible. The next player must play on whatever is underneath the 3, not on the 3 itself. Because 3s are invisible, they don’t break up a four-of-a-kind.
TWOS
2s play on anything and anything plays on a 2. It’s a good way to restart the stack without clearing anything.
SEVENS
Unlike other special cards, 7s do not play on anything, you have to play them in order, on another 7 or something lower. The next player must play the same card or lower, just for one turn, and then it’s back to normal game play.
EXAMPLE:
1. Jimmy plays a 4, Timmy plays a 7, Ruth plays a 6, Sarah plays a 9.
EIGHTS
Unlike other special cards, 8s do not play on anything. Play these on another 8 or something lower. 8s skip the next player. Two 8s played at once skip the next two players, three skip three, and four-of-a-kind blow the stack. With only two players, 8s do not compound. Any amount played at once just skips the other player’s turn.
SET UP
Each player is dealt 9 cards to start.
3 face down —The Gamble
3 face up — The Bank
3 more face down —The Hand
Put the rest of the deck face-down in the middle, within reach of all players —The Draw Pile.
GAMEPLAY
STOCKING THE BANK
To set up for the round, each player may swap cards in their hand with cards in their bank.
(Tip: a common strategy is to put your highest-value cards in your bank, like face cards and special cards).
STARTING A ROUND
Low card starts the round, so the first player with a 4 in their hand plays it in the center of the table to start the stack. It’s first come, first serve, so whoever’s got one or more 4s in their hand, throws ’em down. Play continues to the left. No 4s? Start with 5s. Still no? 6s, 7s, and so on.
TAKING YOUR TURN
On your turn, place a card on top of the stack with a matching or higher card. If you can’t, you take the stack and add it to your hand. Keep in mind the special cards that can play on anything.
Cards matching in face can be played at the same time to get rid of cards faster. Don't forget to replenish your hand of three from the draw pile at the end of each turn.
TAKING THE STACK
You take the stack when you can’t play on it or when someone shows you a Joker. Anytime you take the stack, it goes into your hand, regardless of what section of your cache you were playing from. If you’re playing from your gamble, add whichever card you flipped to your hand with the rest of the stack.
FOUR-OF-A-KIND
Cards matching in face can be played at the same time and four-of-a-kind blow the stack. If you can combine cards in your cache with the cards on top of the stack to create a four-of-a-kind, you can jump in out of turn. 3s are invisible, so they don’t break up four-of-a-kind.
EXAMPLE:
1. Jimmy plays a queen, Timmy plays another queen, Sarah jumps in out of turn by throwing down the last two queens from her hand. She blows the stack and plays again.
2. Jimmy plays two jacks, Timmy lays down a 3, Billy plays another jack on top, Sarah jumps in out of turn with the last jack. She blows the stack and plays again.
You still have to do things in order, so even if you’ve got those last three kings staring up at you from your bank, you can’t touch them while there are still cards in your Hand.
LOW CARD LEAVE
If you manage to successfully exit the game on a 4, you get a bonus 10 points. This very rarely happens so people should cheer… or at least gasp.