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Card games for 3 or 4 players

Three is the awkward number for card games: the partnership classics need four, and many two-player favorites fall apart. These are the games that are genuinely good with three, and the ones built for four, each with a line on what changes at that count. Pick three or four below and the list keeps only the games that fit.

Why one page for both: 24 of these games work with three and with four, so separate lists would repeat each other. The notes for each count are different, and so are the quick picks. Player counts come from each game's own rules page on this site and its sources, last checked 2026-10-02.

Card games for 3 players: quick picks

  • A real trick-taking game: Hearts. Take out the 2 of diamonds and deal 17 each; everyone plays for themselves, so nobody is missing a partner.
  • The classic for three: Cribbage has proper three-handed rules (five cards each, one to the crib), and our keeper has a three-track board.
  • Twenty minutes and a deck: 31. Three cards each, three lives each, and the lives keeper settles every knock.
  • A bluffing game: Cheat. With three, everyone holds about 17 cards and every third rank is yours to call.
  • Rummy with a fast finish: Tonk, which Pagat rates best for two or three, scored in points by our keeper.
  • With children: Garbage (two decks for three) or Golf, where luck keeps everyone in it.

Card games for 4 players: quick picks

  • Partners across the table: Spades if your group likes bidding, Euchre for a faster game with 24 cards, Whist if anyone is new to trick-taking, Bid Whist for jokers and an auction.
  • Every player for themselves: Hearts, the four-player original, with the left, right, across, hold passing cycle.
  • A party in a deck: Kemps, two teams of two with secret signals; print a signal card for each player.
  • Pegging as teams: four-handed Cribbage, partners on one score.
  • Everyone at once: Nertz, with a deck each. No waiting for turns.

The full list

  1. Cribbage

    • 2 to 4 players
    • 30 to 45 min
    • Takes a game or two to learn

    With three: Each player gets five cards and throws one to the crib, and one more card goes straight into it from the deck. Our keeper has a three-track mode.

    With four: Two teams of two, partners opposite, five cards each with one thrown to the crib. Partners peg one shared score; the keeper has a team mode.

    You need: One standard deck and a cribbage board (or our score keeper).

  2. Spades

    • 2 to 4 players
    • 45 to 75 min
    • A few rules to learn

    With four: The standard game: two partnerships with partners across the table, 13 cards each, bidding and bags.

    Needs four, so it is not on the three-player list.

    You need: One standard deck, paper or our score keeper.

  3. Euchre

    • 4 players
    • 20 to 40 min
    • A few rules to learn

    With four: Built for exactly four: two teams of two with the 24 cards from 9 up. Fast hands, and a game to 10 takes about half an hour.

    Needs four, so it is not on the three-player list.

    You need: A 24-card deck (9 through Ace from a standard deck).

  4. Hearts

    • 3 to 6 players
    • 30 to 45 min
    • A few rules to learn

    With three: Take out the 2 of diamonds and deal 17 each (Pagat). The keeper knows the three-player pass cycle.

    With four: The classic count: 13 cards each and passing left, right, across, then a hold hand. Every player for themselves.

    You need: One standard deck, paper or our score keeper.

  5. Whist

    • 4 players
    • 30 to 60 min
    • Easy to learn

    With four: Four players in two partnerships. No bidding, so it is the easiest partnership card game to teach.

    Needs four, so it is not on the three-player list.

    You need: One standard deck, paper or our score keeper.

  6. Bid Whist

    • 4 players
    • 45 to 90 min
    • A few rules to learn

    With four: Four players in two partnerships, with the jokers, a six-card kitty and an auction for trump.

    Needs four, so it is not on the three-player list.

    You need: One standard deck plus two jokers.

  7. 31 (Scat)

    • 2 to 9 players
    • 15 to 30 min
    • Easy to learn

    With three: Three cards and three lives each. With three players a hand is only a few turns long, so a whole game fits in a short break.

    With four: Four works just as well; the lives keeper tracks everyone's tokens and who is on the county.

    You need: One standard deck and three tokens per player.

  8. Crazy Eights

    • 2 to 7 players
    • 10 to 20 min
    • Easy to learn

    With three: Match the suit or the number, and an eight changes the suit. Easy to teach a mixed group; you can try it here against the computer first.

    With four: Still quick with four. The more players, the more often the suit changes before your turn comes round.

    You need: One standard deck.

    Play online against the computerOur rules page for this one is still to come.
  9. Nertz

    • 2 to 6 players
    • 20 to 40 min
    • A few rules to learn

    With three: Everyone plays at the same time, so three players is no slower than six. Each player needs their own deck with a different back.

    With four: With four, the shared piles in the middle fill fast; four decks with different backs.

    You need: One standard deck per player, each with a different back.

  10. Kings in the Corner

    • 2 to 4 players
    • 15 to 20 min
    • Easy to learn

    With three: One shared layout that everybody can see, so it suits a mixed-age table of three.

    With four: Four players can share the one layout; it still needs only a single deck.

    You need: One standard deck.

  11. Golf (six-card)

    • 2 to 6 players
    • 20 to 30 min
    • Easy to learn

    With three: One deck covers two to four (Pagat). Nine holes make a natural end point.

    With four: Four is the most one deck covers; add a second deck for five or more (Pagat).

    You need: One standard deck (two decks for 5 or more), paper for scores.

  12. Garbage (Trash)

    • 2 to 8 players
    • 15 to 30 min
    • Easy to learn

    With three: Shuffle two decks together for three or four (Pagat), so the stock does not run out.

    With four: Two decks for four players. Nearly all luck, so it suits a family with very different ages.

    You need: One standard deck for two players, two decks for three or four.

  13. Cheat (I Doubt It)

    • 3 to 10 players
    • 15 to 30 min
    • Easy to learn

    With three: Three is the smallest good table: about 17 cards each, and every third rank is yours to call.

    With four: With four you call every fourth rank, so you can plan which true cards to save.

    You need: One standard deck (two for a big group).

  14. Tonk

    • 2 to 4 players
    • 20 to 40 min
    • A few rules to learn

    With three: Pagat calls two or three the best number for Tonk.

    With four: Four can play, though Pagat rates it best with two or three.

    You need: One standard deck without jokers, and our points keeper.

  15. Kemps

    • 4 to 12 players
    • 15 to 30 min
    • Easy to learn

    With four: The classic game: two teams of two, partners sitting opposite. Print a secret-signal card for each player.

    Needs four, so it is not on the three-player list.

    You need: One standard deck and an even number of players.

  16. Rummy 500

    • 2 to 8 players
    • 45 to 75 min
    • A few rules to learn

    With three: One deck for up to four. Every meld scores, so with three the scores swing more than in Gin.

    With four: Four players still need only one deck; add a second for five or more.

    You need: One standard deck (two for 5 or more), paper for scores.

  17. Egyptian Ratscrew

    • 2 to 6 players
    • 10 to 20 min
    • Easy to learn

    With three: Loud and quick with three: the pile changes hands constantly and nobody waits for long.

    With four: With four the slaps get faster; agree on the slap rules first.

    You need: One standard deck.

  18. Old Maid

    • 2 to 6 players
    • 5 to 15 min
    • Easy to learn

    With three: Three is a good first game for young children: about 17 cards each and quick turns.

    With four: With four, hands start smaller and players drop out safe one by one, which keeps the suspense to the end.

    You need: One standard deck with one Queen taken out (or a Joker added).

  19. Oh Hell

    • 3 to 7 players
    • 45 to 75 min
    • A few rules to learn

    With three: Pagat starts three players at 10 cards each; with only three bids per hand, every trick matters.

    With four: Four is a classic count: 10 cards down to 1 and back, 19 hands in all, every player for themselves.

    You need: One standard deck, paper or our bid and score keeper.

  20. Go Fish

    • 2 to 6 players
    • 10 to 20 min
    • Easy to learn

    With three: Three or four is the best number: enough hands to ask, and few enough to remember what was asked.

    With four: Four players, five cards each with one deck; try it against the computer here first.

    You need: One standard deck.

    Play online against the computerOur rules page for this one is still to come.
  21. Hand and Foot

    • 4 to 6 players
    • 90 to 150 min
    • Takes a game or two to learn

    With four: Best with four in two partnerships, with five or six decks. A long, sociable game for an evening.

    Needs four, so it is not on the three-player list.

    You need: Five or six standard decks with jokers.

  22. Canasta

    • 2 to 6 players
    • 60 to 120 min
    • Takes a game or two to learn

    With three: Pagat's three-player version: whoever first takes the discard pile plays alone against the other two for that hand.

    With four: The standard game: two partnerships with partners opposite, 11 cards each from two decks and four jokers.

    You need: Two standard decks with four jokers (108 cards), paper or our score keeper.

  23. Pinochle

    • 2 to 4 players
    • 45 to 90 min
    • Takes a game or two to learn

    With four: Partnership auction pinochle: two teams of two, 12 cards each from a 48-card deck. Our meld scorer counts a hand for you.

    Needs four, so it is not on the three-player list.

    You need: A 48-card pinochle deck (or two 24-card 9-to-Ace decks), paper or our meld and score keeper.

  24. Pitch (Setback)

    • 2 to 6 players
    • 20 to 45 min
    • A few rules to learn

    With three: Three play cutthroat, each for themselves, with six cards each.

    With four: Four play in two partnerships (Pagat) or every player alone; the keeper handles both.

    You need: One standard deck (two jokers for Ten-Point), paper or our score keeper.

  25. President

    • 3 to 12 players
    • 20 to 45 min
    • Easy to learn

    With three: Works with three, with no vice roles: the President and the last player swap cards.

    With four: Four gives President, Vice President and the two lowest roles; the helper lists every card swap by name.

    You need: One standard deck (two for a big group).

  26. Skat

    • 3 to 4 players
    • 45 to 90 min
    • Takes a game or two to learn

    With three: The standard game: all three play every hand, one declarer against two.

    With four: Four at a table: the dealer sits out each hand and the score sheet rotates the deal.

    You need: A 32-card deck (7 to Ace), paper or our score sheet.

  27. 500 (Five Hundred)

    • 3 to 6 players
    • 45 to 90 min
    • Takes a game or two to learn

    With three: Pagat's three-player game uses 33 cards, each player scoring alone.

    With four: The standard game: two partnerships, 10 cards each and a three-card kitty.

    You need: One standard deck plus a joker (43 cards used for four).

  28. 5 Crowns

    • 1 to 7 players
    • 45 to 60 min
    • Easy to learn

    With three: Each round is you against the deck, so three players works as well as six.

    With four: Four is a good count for the eleven rounds; the keeper adds them up.

    You need: The boxed game (two special 58-card decks).

  29. Phase 10

    • 2 to 6 players
    • 60 to 120 min
    • Easy to learn

    With three: Everyone works through the ten phases at their own pace; three players finish sooner than six.

    With four: Four is comfortable; agree to play fewer phases (an official option) for a weeknight.

    You need: The boxed game (110 cards).

  30. Skip-Bo

    • 2 to 6 players
    • 30 to 45 min
    • Easy to learn

    With three: With two to four players each person gets a 30-card stockpile (the current Mattel sheet).

    With four: Four can play as two partnerships, using each other's discard piles (our page covers team play).

    You need: The boxed game (162 cards).

  31. Rummikub

    • 2 to 4 players
    • 30 to 60 min
    • A few rules to learn
    • Tiles, not cards

    With three: Three players leave plenty of tiles in the pool and plenty of chances to rework the table.

    With four: Four is the most the box takes, with 14 tiles each to start.

    You need: The boxed game (106 tiles and racks).

What to do when you have three and the game needs four

Spades, Euchre, Whist and Bid Whist, as we cover them, are partnership games for four (Spades also has a two-player version), and Kemps needs an even number of players. Three-handed versions of some exist, but they are different games with their own rules, and our Euchre page explains why we do not cover them. With three, switch to a game where everyone plays alone: Hearts and Cribbage both have well-known three-player rules, and 31, Cheat and Tonk need no changes at all.

With five or more, see the party games with cards picker, which also tells you how many decks your group needs. Splitting four into two fair teams? Use the team generator.

How we chose these

A game is listed for three or for four only if its rules work at that count without changes beyond the deal, and we wrote a note on what that count is like. Times are for one full game between players who know the rules. Games without a rules page here yet say so; we add a link only once the rules and score keeper are both done.

Just two of you? See card games for two. Planning a whole evening? Try the game night planner.

5 Crowns, Phase 10, Skip-Bo, Rummikub are trademarks of their owners (Cannei, LLC; Kenneth R. Johnson in the U.S., Mattel elsewhere; Mattel; M&M Ventures (2014) Limited). Tally & Table is not affiliated with or endorsed by any of them; the names are used only to say which game we mean.

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