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The players now play simultaneously as fast as they want. The object is to get rid of all the cards in your hand piles and the cards placed in front of you onto the spit piles. Moving only one card at a time in each of your hands, you can:

- play the face up card from the top of one of your piles onto either spit pile. To play a card on a spit pile it has to be next in sequence up or down. Suit and color do not matter. Cards can turn the corner, i.e. on an ace you can play a two or a king (Optional slight variation: you may also play a card of equal value onto a spit pile, so an ace could then also be played on top of another ace).
- if one (or more) of your piles has its top card face-down, turn the top card of such a pile face-up
- move a face up card from the top of a pile into an empty pile space if there is one - note that you can never have more than five piles.
- if 2 face-up cards in different piles are identical in number (e.g. Ace of spades and Ace of hearts) you can remove 1 card and stack it on top of the other and still have 5 piles.

A card counts as played as soon as it touches the spit pile or space onto which it is to be placed. A played card cannot be retracted and as soon as it is played the opponent is entitled to play on it.

If a position is reached where neither player can play (i.e. none of the exposed pile cards can be played to either of the spit piles and it is not possible to turn up another card from a pile after moving cards into spaces if necessary) then both players optionally shout "Spit!" (or continue upon mutual assent), and each places the top card from their respective stockpile on top of the spit pile they started. Play then continues as before.

Play continues until either player has removed all of their cards from play. As soon as they have placed down their last card, then either player has the opportunity to be the first person to place their hand on whichever pile they want. They must yell out 'Spit' at the same time. You should choose the pile with fewer cards, as the aim of the game is to be the first to get rid of all cards. Under a different variation of these rules, the winning player can choose which pile they would like, the reasoning being that otherwise there is no reward for winning that hand.

Some people deal eleven cards to the center stock pile, and the other four have just one card each.

Some play with two shuffled together decks of cards (52 cards a piece) and use five or six stock piles, thus allowing for longer more frantic game play.

Another variant includes five piles with three cards each.

One variation allows players to use two hands to accomplish all the actions of playing cards and revealing new cards from their hand piles.

In some variations, it is also permissible to pick up the last 3, 4 or 5 cards so that the other player cannot see them, provided all cards have simultaneously lain open on the table at some point. This adds an extra element to the endgame; the player that has their eyes on their opponent's cards as they pick them up can play strategically to prevent them from winning.

Also another variation is when one player has no cards the first to say spit gets to chose which pile to pick up.

Some play that if on your stock piles you have two cards of equal rank showing (such as two nines), you can move one of these cards on top of the other, thereby exposing a face-down card that can be turned face up, or creating a space.

One other rule is that when and not before the spit piles have been put down you can look underneath but not before the spit piles have been put down.

Some people play with four stock piles- containing one card in each. When one card is used, it can be refilled with another card from their hand.

Some people play with what is called a "Ghost card", when one player runs out of cards for their "spit card" pile, the opponent will place a card on this player's side. This card is never flipped over, but once a player runs out of card to play, they will try to take the ghost card. If it is the player with no more stock pile cards he wins. (This version is particularly helpful for avoiding confusion over which player reached the empty spit pile first in the Slap spit variation.)

To begin, you deal face down in the center two piles of five spit cards with two single cards between them, and a stock pile of 20 cards in front of each player, so that the layout is like this:

20 cards

5 cards 1 card 1 card 5 cards

20 cards

(Some play with 15 cards in each stock instead of 20 and 10 cards in the piles at each end of the center row instead of 5.) Each player draws a five card hand from the top of their 20 card stock, and when they are ready the two single cards are simultaneously flipped face up. Both players then play from their 5 card hands to the two center piles - either the next higher or the next lower card in rank. If you run out of plays but have fewer than 5 cards in hand, draw the cards from your stock to replenish your hand to 5 cards, and continue playing any cards you can.

When neither player can play, though both have 5 cards in hand, a new spit card is simultaneously flipped from each end pile of the center row onto the two center piles. If the reserves of spit cards in these end piles run out, shuffle all the cards except the top one from each of the two center piles and place them face down on either side of the center cards to form new reserves.

When your stock runs out you continue to play from your hand without replenishing it. When your hand runs out as well, you have won the deal; you score one point for each card in your opponent's hand and stockpile. The first player whose score reaches or exceeds an agreed amount (for example 25 points) wins the game.

Most players call this variation speed.

Each player gets the usual 26 cards. However, the layout is different in that each of the five piles begins with one card (as opposed to 1, 2, 3, 4, and 5, as described above). Piles are always chosen by slapping, and rules are otherwise the same as the basic rules, except for one addition.

For the purposes of this game, an integer is considered congruent only to an element of the set {0,1,2,3,...,n-1}, in modulo n. That is, an integer is only congruent, in this game, to the smallest non-negative number to which it is mathematically congruent. For example, if the cards showing were an ace and a King, the product of their values is 1 x 13 = 13. which is congruent to 6 (mod 7), which is not a prime number, meaning it would be incorrect to slap in this situation, since 6 is the smallest non-negative integer to which 13 is congruent (mod 7).

Rank | Rule |
---|---|

Ace | Prime number (e.g. 2, 3, 5, 7, 11) |

2 | Perfect square (e.g. 0, 1, 4, 9) |

3 | Perfect cube (e.g. 0, 1, 8) |

4 | Triangular number (e.g. 0, 1, 3, 6, 10) |

5 | Fibonacci number (e.g. 0, 1, 2, 3, 5, 8) |

6 | Odd number (e.g. 1, 3, 5, 7, 9, 11) |

7 | Even number (e.g. 0, 2, 4, 6, 8, 10 ,12) |

8 | Integer power of 2 (e.g. 1, 2, 4, 8) |

9 | Integer power of 3 (e.g. 1, 3, 9) |

10 | Pell numbers (e.g. 0, 1, 2, 5, 12) |

Jack | Lucas numbers (e.g. 1, 2, 3, 4, 7, 11) |

Queen | Jacobsthal numbers (e.g. 0, 1, 3, 5, 11) |

King | Bell numbers (e.g. 1, 2, 5) |

Draw cards from the deck until a 7 or greater is drawn. This is the modulo under which the game will be played. Then, draw another card after replacing the first card. This card determines the rule for slapping.

In addition, it is necessary to think ahead constantly. If you have two eights, two sevens, a nine and a ten, you mustn't play the nine then the ten unless you expect to have tens and jacks underneath. If you play the nine, then you can play eight, seven, eight, seven. On the other hand, if the opponent cannot play on the nine, it is best to play the nine then turn up the card beneath it - as stated above, it might reveal another ten, which could be piled, and so on, until you end up with two tens, two jacks, a queen and a king.

In the same vein, one must keep tabs on the opponents pile to make sure you don't allow them to make a move and disrupt your run. It is common to play cards in groups of two - if the current card is a 10, then one might play a 9 and a 10 in quick succession, as ones opponent has a run down from 8. When this extends into more than two cards necessary for maintaining ones lead, it becomes difficult to play fast enough to prevent an interjection. If this occurs, it is important to adapt; it's often possible to play cards in a different order than one was planning, but maintain the run with minimum damage.

- Spit! Card Game commercial version published by Patch Products
- Spit and other children's card game rules provided by The United States Playing Card Company
- A freeware PC game that plays spit

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Last updated on Saturday September 27, 2008 at 19:06:35 PDT (GMT -0700)

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This article is licensed under the GNU Free Documentation License.

Last updated on Saturday September 27, 2008 at 19:06:35 PDT (GMT -0700)

View this article at Wikipedia.org - Edit this article at Wikipedia.org - Donate to the Wikimedia Foundation

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