Classic Table Game

How to Play President: Card Game Rules, Roles & Exchanges

Climb over rival card groups, shed your hand first, and rule the table through card exchanges in the next deal.

President artwork
Players
4
Decks
1 (52 cards)
Deal
13 cards each
Rank order
3 low to 2 high
Target score
12 points
Game guide
  1. Overview
  2. Objective
  3. Setup & Card Rankings
  4. How to Play
  5. The Social Hierarchy & Roles
  6. Scoring and Winning
  7. Strategy
  8. FAQ
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Overview

President (also widely known around the world as Scum, Capitalism, Daihinmin, or The Great Dalmuti) is a celebrated four-player social climbing and shedding card game. The central charm of President lies in its dynamic hierarchy: players compete each round to earn noble social ranks, and higher-ranking players tax lower-ranking players through card exchanges before each subsequent hand.

In Cardems, you compete in a four-player match against three AI personalities, racing to earn social titles and reach 12 match points.

Objective

Be the first player to shed all 13 cards from your hand to claim the title of President. Continue accumulating ranking points across deals until one player reaches the target of 12 points to win the match.

Setup & Card Rankings

A standard 52-card deck is dealt out evenly among 4 players (13 cards each).

Rank Order

Ranks run from 3 as the lowest card to 2 as the highest card:

3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < J < Q < K < A < 2

Opening the Game

  • In the very first deal of a match, the player holding the 3♣ leads first.
  • That first play may contain one to four cards of the same rank, but it must include the 3♣.
  • In subsequent deals, the reigning President leads first after card exchanges are completed.

How to Play

Climbing and Matching Quantities

When a player leads a group of cards, every subsequent play must match the exact quantity of cards and be of a strictly higher rank:

  • Singles: A single card can only be beaten by a higher single card (e.g., an 8 beats a 5).
  • Pairs: Two cards of equal rank can only be beaten by a higher pair (e.g., a pair of Queens beats a pair of 9s).
  • Triples: Three cards of equal rank beat a lower triple.
  • Four of a Kind: Four cards of equal rank beat a lower four-of-a-kind.

Clearing the Table (Gaining Control)

When all other active players pass consecutively in response to a play:

  1. The cards on the table are cleared away.
  2. The last player who made a valid play gains control (the lead).
  3. That player may now lead any new combination (single, pair, triple, or four-of-a-kind) of their choice.
  4. If the player with control just emptied their hand on that play, control passes clockwise to the next active player.

The Social Hierarchy & Roles

As players empty their hands, their finish order establishes their title and points for that hand:

Finish OrderRoleHand PointsAdvantage in Next Hand
1st OutPresident3 pointsReceives the 2 best cards from Scum; gives any 2 cards back; leads opening trick
2nd OutVice President2 pointsReceives the 1 best card from Vice Scum; gives any 1 card back
3rd OutVice Scum1 pointMust surrender highest single card to Vice President
4th Out (Last)Scum0 pointsMust surrender two highest cards to President

Scoring and Winning

  • Hand points are added to each player's match score after every round:
    • President: +3 pts
    • Vice President: +2 pts
    • Vice Scum: +1 pt
    • Scum: +0 pts
  • The match is won by the first player to reach or exceed 12 total points.

Strategy

  • Save your 2s for crucial turns: A 2 is the ultimate card to secure the lead. Don't waste a 2 early on an insignificant single trick when you still have many low singles left to shed.
  • Pay attention to who has control: When the President leads, cooperate with other players by not letting the President easily regain control.
  • Manage the tax as President: When exchanging cards as President, return low singletons (such as 3s and 4s) so you can preserve useful pairs, triples, and high cards. Runs are not legal plays in this ruleset.
  • Discover other classic shedding and climbing games such as Pusoy Dos and Vändtia.

FAQ

Is a 2 a "bomb" that automatically clears the table?

In Cardems standard President rules, a 2 is simply the highest rank in the game. It beats any lower card of the same quantity. If all other players pass on the 2, the table clears normally.

What happens if multiple players finish on the same trick?

Players are ranked strictly by the exact turn order in which they shed their last card.

Can I pass even if I have a legal card to play?

Yes. Passing is entirely tactical in President. You can hold back high cards or breakable pairs even if you could legally play them.

What happens if multiple players reach 12 points in the same round?

The highest cumulative score wins. If players are tied at or above 12, the player who finished higher in the final hand wins the match.

Your next card table is ready.

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