Crazy Switch
Free shedding card game: match the colour or the number, then let Skip, Reverse, Draw Two and Wild decide who goes next. One player against three bots, 3–5 minutes a game.
How to play
- How do you start a game of Crazy Switch?: Tap Start and the deal runs: seven cards each for four players, then one number card is turned up to open the discard pile. On your turn the cards you can legally play stay lit and the rest dim behind diagonal hatching, and the status line spells out what fits — "Play amber or a 7". Tap any lit number card and it goes straight out; nothing else is needed to make your first move.
- How do you play a card in Crazy Switch?: Match the top card of the discard pile by colour or by number. Action cards can also be answered across colours by the same type — a Skip on a Skip, a Reverse on a Reverse, a Draw Two on a Draw Two — and wilds are always legal. What you match is the ACTIVE colour, not the colour of the top card: after a wild the top card has no colour at all and the active colour is whatever the player chose, so a separate indicator on the table always shows it.
- What happens when you cannot play anything?: Tap the main button, which reads "Draw (0/3)". You may draw up to three cards a turn and the counter lives on the button face. A card you draw can be played immediately, or you can keep it and end your turn — holding a wild back is a real strategy, so both routes are legal. After three draws with nothing playable your turn passes automatically. While you still hold a playable card, drawing is refused and the status line says why.
- How do you win, and what is the deal code for?: The first player to empty their hand wins and the game ends there. The winner scores the sum of everyone else's leftover cards: number cards at face value, Skip / Reverse / Draw Two at 20, wilds at 50. Every game has a short code at the top left — tap "Copy game link" and whoever opens it gets the exact same deal, card for card. A game in progress is saved in this browser, so closing the tab and coming back drops you straight back into the same position.
Rules & variants
Crazy Switch basics: a 106-card deck in four colours, four players, seven cards each. On your turn you play one card that matches the top of the discard pile by colour or by number, and the first player to empty their hand wins. The colours are amber, teal, crimson and violet, and every card carries a geometric mark in its corner index alongside the digit — a filled circle, an upward triangle, a square, a four-pointed star — so a full game is playable in greyscale, by shape alone.
The deck: 76 number cards (one 0 and two each of 1–9 per colour), 24 action cards (two each of Skip, Reverse and Draw Two per colour) and 6 wilds (four Wild, two Wild Draw Four) for 106 cards in total. Two Wild Draw Fours instead of the usual four is the one deliberate change we made: it is simultaneously the slowest and the most argued-about card in the family, and halving it settles both without altering what the card does.
The four special cards: Skip costs the next player their turn and drops a marker on their seat. Reverse flips the direction of play — this is a fixed four-player table, so a Reverse genuinely reverses; the two-player convention of treating it as a Skip is a degenerate rule that only exists because a two-player circle has no direction. Draw Two makes the next player draw two cards and lose their turn. Wild lets you name the new active colour, and Wild Draw Four names a colour and makes the next player draw four and lose their turn. Cards with a side effect take two taps: the first lifts the card and spells out the consequence, the second plays it.
Drawing rules: while you hold any playable card, drawing is not allowed. With nothing playable you may draw up to three cards per turn, one at a time; a drawn card that fits can be played at once or kept to end your turn, and after the third draw the turn passes by itself. When the stock runs out, every discard except the top card is collected and reshuffled into a new stock, and the turn log records it. We deliberately do not use the "keep drawing until you can play" variant — the three-card cap is what keeps a game inside three to five minutes.
Scoring: the first player out wins the game outright; there is no running match score across games. Leftover cards are counted as penalties — number cards at face value, Skip / Reverse / Draw Two at 20, Wild and Wild Draw Four at 50 — and the winner's score is the sum of the other three hands. Worked example: you go out, West holds a teal 2 (2), North holds amber 9 + teal 4 + crimson Skip (9 + 4 + 20 = 33) and East holds violet 0 + violet 7 + a Wild (0 + 7 + 50 = 57), so you score 2 + 33 + 57 = 92.
Deadlock: when the stock is empty and the discard pile holds nothing but the top card, the current turn simply passes. If all four players pass in a row, the game ends on a deadlock and the lowest hand penalty wins. Say you hold crimson 3 and crimson 6 (9), West holds teal 5 and teal 8 (13), North holds an amber Reverse (20) and East holds a Wild Draw Four (50): you win on 9 and score 13 + 20 + 50 = 83. Equal lowest penalties share first place and there is no play-off.
Two rule presets: Standard is the default — draws never stack, so a Draw Two resolves the instant it lands and the next player has no comeback; wilds carry no usage restriction; and your last card is called for you with no penalty. House rules turn on same-type stacking (a Draw Two answers a Draw Two, a Draw Four answers a Draw Four, never across types, and the accumulated total lands on the first player who cannot answer), restrict Wild Draw Four to hands that no longer hold the active colour, and make you call your own last card or draw two for forgetting. The preset is locked once a game starts; changing it starts a new one.
How this compares with other tables: on drawing, some houses let you draw exactly one card, others make you draw until you can play — we cap it at three per turn. On stacking, some allow unlimited or even cross-type stacking — Standard never stacks and House stacks same-type only. On calling your last card, some versions demand you hit a button within three seconds or take a penalty; here it is a button on the play-confirmation panel, so it tests whether you remembered, not how fast your thumb is. Rule fragmentation is the biggest friction in this family of games, which is why our rulings are printed on the start panel before you play a single card.
The computer opponents: all three skill levels see one public view and nothing else — the top card, the active colour, the direction, how many cards each player holds, the public play history and the stock count. Nobody's hand is passed to them, and a unit test proves it by building two positions that differ only in the other players' hands and asserting the bot makes the identical move. Easy plays a random legal card and never saves a wild. Standard leads with its longest colour and holds wilds until it is down to three cards. Sharp counts the colours you have played to choose which colour to switch to, targets whoever is short of cards with Skips and Draw Twos, and uses Reverse defensively.
How to play well: first, shed your odd colours while you still can — being left holding one colour is how you get locked out. Second, keep a wild for your last two or three cards; it is the only card guaranteed to be playable, and burning it early throws away your insurance. Third, watch the card counts and aim Skips and Draw Twos at whoever drops to two cards, playing a Reverse first if the order does not line up. Fourth, Reverse is a defensive card, not an attacking one — flipping direction routes the turn away from the player about to go out. Fifth, after a wild read the active-colour indicator, not the top card; matching the top card is the single most common beginner mistake here.
About the deal: there is exactly one constraint on how cards are handed out — your opening seven are guaranteed to contain at least one special card, and the deal is reshuffled from a derived code until they do. That constraint makes special cards land in your seat slightly more often than one in four. It is mathematically unavoidable, it favours the player, and we would rather print it here than do it quietly. Nothing else is tilted: we do not stack your hand, we do not weaken the bots' opening cards, we do not adjust difficulty on the fly, and the three computer seats are perfectly symmetric with each other. The opening card is always a number card — anything else goes back to the bottom of the stock — so nobody gets penalised before the game starts.
FAQ
Last updated: 2026-08-29 · Saved on this device only