Scat (31) Rules
A fast-paced card game of collecting and swapping
Objective
The goal of Scat is to collect cards of the same suit to reach a hand value as close to 31 as possible. The player with the lowest hand value at the end of a round loses a life.
A round is one hand of cards. A game is round after round, one straight after the other, until only one player still has lives left — and that's the one who wins.
Card Values
- Aces: 11 points
- Face Cards (K, Q, J): 10 points each
- Number Cards (2-10): Face value
Important: Only cards of the same suit count toward your score!
Gameplay
- Each player is dealt 3 cards
- One more card is turned onto the discard pile face down, and only the first player to act gets a look-in at it (see below)
- On your turn, you must either:
- Take the top card from the discard pile, then discard one card
- Draw from the deck, then discard one card
- Knock to end the round — but only if your hand is worth 19 or more. Below that the table won't let you
- When a player knocks, everyone else gets one more turn, then all hands are shown
- The player with the lowest score loses a life
- If the player who knocked ends up with the lowest score, they lose two lives — but only if they were beaten outright. A knocker who is tied for lowest is safe, and the players tied with them lose a life each
Scoring
Your score is the sum of cards in your hand of the same suit. If you have multiple suits, only the highest-scoring suit counts.
The everyday scoring: three cards of the same rank — 7♥ 7♦ 7♣ — are worth nothing special. Suit is the only thing that adds up, so 7♥ 7♦ 7♣ scores a 7 and is very likely the worst hand at the table. This is how every game is scored unless the table has agreed otherwise.
The house rule: a lot of kitchens play that three of a kind scores 30½ — more than any suit total except a real 31, so it beats everything but 31. This table plays it too, but only when everyone sitting down has agreed to it: each player switches it on in their own Settings, and if every human at the table has it on when the game starts, the table announces it and plays the whole game that way. If even one player hasn't switched it on, that game uses the everyday scoring. The computer players don't get a say. Once a game has started, changing your setting affects your next game, not this one.
Two 30½ hands tie, exactly as any other tie does — both lose a life, unless one of them knocked: then the knocker is safe and the other loses one.
Lives and Winning
- Each player starts with 4 lives
- Only the lowest hand loses a life. Everyone above the bottom is safe, however close it was
- Knock and lose, and it costs you double: if the player who knocked has the lowest score, they lose two lives instead of one
- If tied for lowest, all the tied players lose a life — a tie doesn't get anybody off. Except the knocker. A knock has to be beaten, not matched: a knocker who ties for lowest is safe, and the players tied with them lose one each
- When you lose all your lives, you're out. The table deals on without you
- Rounds keep coming until one player is left with lives, and that player wins the game
Somebody is always left standing. A round here ends with a knock or a 31, and either way at least one player keeps their lives: a knocker who ties for lowest is safe, a knocker beaten outright is the only one who pays, and a 31 never costs its holder anything. So the last two players can't go out together, and every game ends with a winner.
About the Computer Players
The computer players are not there to be polite. They will knock on you, and they'll do it the moment their hand is good enough — so a round can end before you've had the turn you were counting on. Play like they're trying to win, because they are.
Right now they all play to the same standard, whichever character is sitting in the seat. The names and the faces are the people they're named for; the card sense isn't theirs yet.
Strategy Tips
- Focus on collecting cards of one suit
- High cards (Ace, King, Queen, Jack) are valuable
- Watch what others discard to guess their hands
- Knock when you think you have a better hand than at least one opponent — a knock that comes up short costs two lives, but a tie goes to the knocker
- Nineteen is the least you can knock on, but nineteen is not usually enough to be safe
- Being second-lowest costs you nothing, so you don't have to be winning — you just can't be last
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