President is 52 cards, 4 to 6 mates and one goal: empty your hand before everyone else so you don't end up as Scum. The principle is straightforward — you play a card or combo, the next players have to beat it or pass — but it's the social hierarchy between rounds (card swaps, President perks, Scum's pain) that makes every game different. Whether you're discovering the game tonight or want to settle a rule that's been debated for three rounds, you'll find everything here: what you need, card order, step-by-step gameplay, and the house rules that shake things up when everyone's playing too well.
- What you need to play
- Card order: the foundation
- How a game plays out, step by step
- President, VP, Scum: ranks and card swaps
- House rules that change everything
- Tips to avoid being Scum
- President is for who, when?
- FAQ
What you need to play ?
Good news: President is one of the least demanding games in terms of kit. You don't need to buy anything special — if you've got a deck of cards lying around in a drawer, you're ready to go.
The kit
- 1 standard 52-card deck (without jokers for the basic version — we cover that in house rules).
- A table or any flat surface to lay cards on.
- Players — 4 to 6 is ideal, but we'll get into that next.
Number of players
President can be played with 3 to 8 players, but not all setups are equal:
- 3 players: it works, but the hierarchy is limited (President / Neutral / Scum) and rounds are short. Good for learning, less epic for swaps.
- 4 to 6 players: the sweet spot. Full hierarchy exists, card swaps matter, and rounds last long enough for strategy to pay off.
- 7 to 8 players: possible with two mixed decks. Rounds get longer, it's more chaotic — some love it, others find it drags.
Duration
One round typically lasts 5 to 15 minutes depending on player count and cards dealt. A full "session" (3 to 5 rounds so everyone gets a chance to climb or fall in the hierarchy) runs about 30 to 60 minutes. Perfect for happy hour or a pre-drink.
Card order: the foundation ♠️
Before you deal the first card, everyone needs to agree on the hierarchy — this is often where disputes blow up later. "But I thought Ace beats 2!" Nope. Well, depends on your version. Here's how it works.
The most common version for nights out
In the vast majority of groups, the card order from weakest to strongest is:
- 3 (weakest)
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- Jack (J)
- Queen (Q)
- King (K)
- Ace (A)
- 2 (strongest — the "trump" card)
The 2 is the most powerful card, able to beat any combo, even four Aces. This is the version we recommend for nights out: it creates tense situations and plot twists when you least expect them.
The "Ace high" version
In some regions or groups, the Ace is the strongest card and the 2 goes back to its face value (between Ace and 3). This version is more "classic" and matches other card games. If you're playing with people you don't know, better check first.
Does suit matter?
No. In President, suit (hearts, diamonds, clubs, spades) has no impact on card value. Only the rank matters. Suit only helps identify "who has the 3 of clubs" to pick the first player of the very first round.
Pro tip: Spend 30 seconds before the first round confirming the card order out loud. Avoids 90% of disputes. Seriously.
How a game plays out, step by step ?
1. The deal
Shuffle well and deal all cards equally among players. If cards don't divide evenly, some get one extra — that's normal, doesn't affect the overall balance across multiple rounds.
- 4 players → 13 cards each
- 5 players → 10 cards each (2 cards go to the first two players)
- 6 players → 8 or 9 cards each
2. Who starts?
For the very first round of a session, it's simple: the player with the 3 of clubs starts. They must play this 3 of clubs (alone or with other 3s). For later rounds, the Scum from the previous round kicks off.
3. Playing cards: allowed combos
The player opening a trick plays one or more cards of the same rank. Other players must then play the same number of cards of a strictly higher rank, or pass. Possible combos:
- Single: 1 card. Next player plays 1 higher card.
- Pair: 2 cards of the same rank. Next player plays a higher pair.
- Three of a kind: 3 cards of the same rank. Next player plays a higher three of a kind.
- Four of a kind: 4 cards of the same rank. Heads up — in many house rules, four of a kind triggers a Revolution (see house rules section).
You can't mix combos: if someone opens with a pair, everyone plays pairs until that trick ends.
4. The trick and passing
Play goes clockwise. If you can't (or don't want to) beat the current card, you pass — play nothing and wait for the next trick. Once you pass on a trick, you can't jump back in even if others pass too.
A trick ends when all but one player has passed. The last player to play cards wins the trick and opens the next one with any combo they choose.
5. End of round
The round ends when a player empties their hand. They get a title based on their finishing order:
- First to empty hand → President
- Second → Vice-President
- Middle finishers → Neutral(s)
- Second-to-last → Vice-Scum
- Last (still holding cards when everyone else is done) → Scum
President, VP, Scum: ranks and card swaps ?
This is the spice. What makes President different from a simple "highest card wins" game is this social hierarchy that carries over round to round. The winners get richer, the losers struggle more — until the plot twist.
The titles and what they mean
At the end of each round, players get a title based on when they emptied their hand. These titles have a direct effect on the next round, through mandatory card swaps.
Card swaps between rounds
Before dealing the next round, swaps happen in this order:
- Scum gives their 2 best cards to President.
- President gives back 2 cards of their choice (usually their worst) to Scum.
- Vice-Scum gives their best card to Vice-President.
- Vice-President gives back 1 card of their choice to Vice-Scum.
- Neutrals don't swap — they keep their cards as-is.
Scum gives their best cards without knowing what they'll get back. It's brutal, it's intentional, and that's exactly why the game is so fun.
Ranks at a glance
| Rank | How to get it | Advantage / Downside next round |
|---|---|---|
| President | First to empty hand | Gets Scum's 2 best cards. Gives 2 cards of choice (usually worst). Starts next round or picks who does. |
| Vice-President | Second to empty hand | Gets Vice-Scum's best card. Gives 1 card of choice. Comfy position but without President's luxury. |
| Neutral(s) | Neither first nor last | No swaps. Keep exactly what you had. Safe zone but no perks — the middle ground. |
| Vice-Scum | Second-to-last to empty hand | Gives best card to VP. Gets 1 random card back. Light penalty, recoverable. |
| Scum | Last to empty hand (or couldn't empty) | Gives 2 best cards to President. Gets 2 cards President picks (often the worst). Starts next round. Maximum pain. |
| President (3 players) | First to empty hand (3 players) | Swaps only 1 card with Scum. Reduced hierarchy but same idea. |
| Scum (3 players) | Last to empty hand (3 players) | Gives best card to President. Gets 1 back. Starts next round. |
House rules that change everything ?
If you've been playing President with the same crew for a while, you've probably heard "are we playing with Revolution?" or "at our place the 2 beats even four of a kind". Every group develops its own rules. Here are the most popular and fun ones to adopt.
The Revolution
The most famous and spectacular house rule. When a player plays a four of a kind (4 cards of the same rank), the card hierarchy flips immediately and stays flipped for the rest of that round:
- 3 becomes the strongest card.
- 2 (or Ace in your version) becomes the weakest.
- Revolution can be "counter-revved" if another player plays a four of a kind — hierarchy goes back to normal.
This rule changes strategy completely: saving a four of a kind to trigger Revolution at the right moment can flip an entire game.
The absolute 2
In the base version, 2 is the strongest card. In this boosted version, the 2 can be played anytime, even if it's not your turn or the combo is a pair and you're playing a single 2 — it "beats" the trick and you start a new combo. Use sparingly so the game doesn't get too chaotic.
Jokers as wild cards
If you add the 2 jokers from the deck, they can be wild cards: a joker can represent any rank in a combo. For example, joker + 7 = a pair of 7s. Decide upfront if jokers beat 2s or if they're just substitutes.
The points system
For longer sessions (game night, weekend), assign points per round:
- President: +3 points
- Vice-President: +1 point
- Neutrals: 0 points
- Vice-Scum: -1 point
- Scum: -3 points
Highest points after 5 or 10 rounds wins the session. Gives every round meaning even mid-session.
The "Scum opens" rule
House rule that adds pressure: Scum not only starts the next round, but must play both swapped cards on their first trick. Stops them from hiding bad cards from President.
Forfeits for Scum
Not into drinking games? No problem. Scum can get a forfeit each round: do an impression, answer an embarrassing question, or complete a dare from the group. Game stays fun without a drop of alcohol.
President can pardon
Bonus rule: President can choose to pardon Scum once per session, cancelling the card swap for that round. Rare power that creates alliances and betrayals — exactly the kind of drama you want at game night.
Tips to avoid being Scum ?
President has luck (the cards you're dealt), but strategy makes a real difference over multiple rounds. Here are the habits to pick up.
Play your low cards first
Classic beginner mistake: save your low cards "for later" and end up stuck with a 3 and 4 when everyone's playing Kings. Golden rule: dump your weak cards as soon as you open a trick. Start with your 3s, 4s, 5s when it's your turn to open — others have to beat you or pass.
Save your 2s for key moments
The 2 (or Ace in some versions) is your escape card. Don't waste it beating a trick of 5s when you could pass. Keep it for beating a trick you can't otherwise win, or to empty your hand on the final play when you've got just one card left.
Anticipate enemy Revolutions
If you notice someone sitting quiet for several tricks, they might be holding a four of a kind to trigger Revolution. Adjust: if you've got lots of low cards, Revolution helps you. If you've got lots of high cards, try to force them to play before they can trigger it.
Keep track of card counts
Count (roughly) how many cards others have. If someone's down to 2-3 cards, they're finishing soon — try to block them by opening tricks with combos they can't follow (pairs, three of a kinds) to force them to pass.
Use passing strategically
Passing isn't losing. Sometimes it's better to pass a trick so you can open the next one with a combo that empties your hand. If you've got 3 cards and can play a three of a kind on your next turn, that's often better than wasting a good card on the current trick.
When you're President, be ruthless
When you get Scum's 2 best cards, give them your actual worst cards back. That's the game. Mercy is for Neutrals. Staying on top for multiple rounds is how you win a session.
President is for who, when? ?
President is one of those games that fits almost any night-out scenario. Here's where it really shines:
- Happy hour with mates: quick to explain (10 mins max for base rules), easy to start with just a deck. Perfect when you've got cards lying around and no plans.
- Pre-drink: a few rounds to warm up the vibe before heading out. The hierarchy system creates natural banter ("yeah you've been Scum for 3 rounds, you don't get a say").
- Game night: with the points system over multiple rounds, President can fill an entire evening. Perfect for groups of 4-6 who want something more strategic than pure luck.
- Mixed groups: the game needs no special knowledge or background. Anyone learns in one round.
- Alcohol-free nights: President works great with forfeits, dares or just for the social hierarchy. No drinks needed — the dynamics are enough to create buzz.
And if you want to switch it up between President rounds, Traknard has loads of other card games to spice up your night. PMU, River or The Bus are absolute classics to try — all available straight in the app. To completely change pace, Truths or Dares and Would You Rather are perfect for breaking the ice or heating up a slow-starting night.
FAQ ❓
Are President and Scum the same game?
Answer: Yes, exactly the same. "Scum" refers either to the last rank (the player who finishes last) or the game's nickname depending on region and group. In some cities everyone says "fancy a game of Scum?" — in others it's "President?" Same rules, same game, different names. No drama.
What's the strongest card in President?
Answer: In the most common party version, the 2 is the strongest card and beats any combo, even four Aces. In other versions (more classic or family-friendly), the Ace is strongest and the 2 goes back to face value. There's no universal "right" answer — the key is setting the rule before you start to avoid mid-game arguments.
What's Revolution in President?
Answer: Revolution triggers when a player plays a four of a kind (4 cards of the same rank) in a trick. The card hierarchy flips for the rest of that round: weak cards (3, 4, 5…) become strongest, strong cards (Ace, 2) become weakest. Revolution can be cancelled if another player plays a four of a kind — that's called a counter-revolution. It's one of the most popular and fun house rules to add.
How many players for President?
Answer: Works with 3 to 8 players, but 4 to 6 is ideal. Below 4, the social hierarchy loses appeal (not enough middle ranks). Above 6, rounds drag and you should use two decks. The 4-6 sweet spot gives the best balance between fast rounds and rich swaps.
Can you play President without alcohol?
Answer: Absolutely — and it's actually one of the game's strengths. President works great with forfeits, dares or just for the hierarchy fun, zero drinks needed. The rank system naturally creates tension and laughs, regardless of what's in the glasses. Want to add a "penalty" element? Forfeits work perfectly.
How do card swaps work between rounds?
Answer: Swaps are mandatory and happen in order: Scum gives their 2 best cards to President, who gives back 2 cards of choice (usually worst). Vice-Scum gives their best card to Vice-President, who gives back 1 card of choice. Neutrals don't swap. Swaps happen before the next deal — everyone sees who gives what, transparency is part of the game.
Can you play President with 3 players?
Answer: Yes, totally playable with 3. The hierarchy shrinks to President / Neutral / Scum (or just President / Scum if you want simpler), everyone gets more cards, and rounds run a bit longer. Still fun but less strategic than 4-6, since fewer players to manage and swaps matter less. Great for learning before adding more players.
In a nutshell ?
For your first game:
→ One 52-card deck, 4 to 6 players, 2 as the strongest card, and whoever has the 3 of clubs starts.
To avoid arguments:
→ Confirm card order and active house rules (Revolution or not) before dealing. 30 seconds that save 10 minutes of debate.
To keep it fresh:
→ Add Revolution, the points system or forfeits for Scum. Each rule shifts the strategy.
To play without alcohol:
→ Forfeits work perfectly as penalties. Game's just as fun with soft drinks or juice.
To go further:
→ Try other card games on Traknard — PMU, River, The Bus — or switch gears completely with Truths or Dares or Would You Rather when everyone knows President too well.
The real question isn't "who's going to win". It's "who's going to be Scum three rounds in a row and still smile". ?
Traknard is 18+ only. If you're playing with alcohol, alternate with soft drinks and get a taxi or designated driver home. Drink responsibly.