Rules for Skitgubbe
Skitgubbe is a card game for 2-5 players. A round typically takes 20-40 minutes, and the recommended age is 8+.
Rules for the card game Skitgubbe: Collect cards in phase 1, get rid of them in phase 2. Last player with cards loses and becomes the dirty old man. Skitgubbe is also known as Mas, Mjölnarmatte, Mjölis, Flurst or Myllymatti.
About the Game
Skitgubbe is a popular Swedish card game that works best with 3 players, though it can be played with 2 to 5. The game has two phases: first, players collect cards by winning tricks, then they try to shed their cards as quickly as possible. The last player holding cards loses and becomes the "skitgubbe" (literally "dirty old man").
The game likely descended from the Finnish game Myllymatti, which dates back to the early 1800s. In Norway, a similar variant called Mattis is played, and in Finland the equivalent is called Koira ("dog"). The loser is sometimes made to perform a small forfeit, like making goat noises.

Setup
You need a standard 52-card deck with no jokers. Cards rank as usual: Ace (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low).
Choose a dealer at random. The dealer deals 3 cards to each player, and the remaining cards are placed face down as a stock pile in the center of the table.
Play goes clockwise, and the dealer rotates after each round. Typically, the loser (the skitgubbe) from the previous round deals next.
Phase 1: Collecting Cards
In phase 1, players collect cards by winning tricks. There are two main variants:
Variant 1 - Two-player tricks: The player to the left of the dealer starts. Only two players compete for each trick. The winner then plays against the next player clockwise.
Variant 2 - Everyone plays (most common): All players take part in each trick. If two or more players tie, they play again.
Trick rules:
- Suit doesn't matter. The highest card wins.
- After playing, draw a card from the stock to keep 3 cards in hand.
- If cards tie (a "bounce"), those players play again.
- Players can "take a chance" by playing the top card of the stock directly, without looking at it first.
Sloughing in Phase 1
In variant 2, players can "slough" cards after a trick is decided:
- You can slough cards that match a rank already played in the trick.
- Sloughing doesn't change who wins the trick.
- Draw the same number of cards from the stock to replace them.
- Some groups play that you can only slough cards matching the rank you yourself played.
The player who draws the last card from the stock places it face down without looking at it. That card determines the trump suit for phase 2.
Transition to Phase 2
Phase 1 ends when the player whose turn it is has no cards to play. Players keep the cards in their hand and add the cards they won in tricks.
Rubbish cards rule (optional): If any player has fewer than 5 or 6 cards, all 2s through 5s (including trumps) are collected and dealt to those players. The exact threshold varies by group.
The player who drew the last stock card turns it face up. That suit becomes trump in phase 2, and that player leads the first trick.
Phase 2: Getting Rid of Cards
The goal now is to get rid of your cards as quickly as possible. You can play single cards or sequences (consecutive cards of the same suit).
Rules:
- You must beat the previous card or sequence with a higher one of the same suit.
- Trumps beat all non-trump cards.
- If you can't or don't want to beat, you must pick up the top card or sequence.
- A trick is complete when as many players have played as there were when it started.
- Whoever completes the trick sets it aside and leads the next one.
When players run out of cards, play continues with fewer participants.
Sequences and Picking Up
A sequence is a run of consecutive cards in the same suit (for example, ♥️7-♥️8-♥️9). Length doesn't matter: a short sequence can beat a long one.
Picking up: Several variants exist:
- Standard: Pick up the top card or sequence.
- Connected sequences: Pick up all cards forming an unbroken run, even if played by different players.
- From the bottom: Pick up the bottom card or sequence (common in some regions).
Example: A plays ♣️3, B plays ♣️6-♣️7, C plays ♣️8-♣️9-♣️10. If D can't beat, D picks up the entire run from 6 to 10.
Game End
Players who get rid of all their cards are safe. Play continues until only one player has cards left. That player loses and becomes the skitgubbe.
Traditional forfeits for the skitgubbe:
- Deal the next round.
- Make goat noises.
- Wear an ugly hat (in the Mattis variant).
- Make tea or coffee for the others.
There is no winner in Skitgubbe, only a loser.
Special Variants
Anti-trump: Alongside the trump suit, there is an "anti-trump" suit that cannot be beaten by trumps. This is usually the other suit of the same color as trump.
Two players: Set aside 12 cards as a separate draw pile. Each time a trick is completed in phase 2, both players draw one card from it.
Forced pickup: If one player picks up, all players who follow must also pick up until the trick is empty.
Many players (4-5): Everyone plays in each trick during phase 1. The rubbish cards rule is often used in this case.
Tips and Strategies
A few tips to help you avoid becoming the skitgubbe:
- In phase 1, focus on collecting high cards and aces. They're very useful in phase 2.
- Don't always try to win tricks in phase 1. Sometimes it's better to pass off low cards.
- Hold on to sequences if you can. They give you more options later.
- Keep track of which cards have been played, especially high cards and trumps.
- In phase 2, timing matters. Sometimes it pays to hold back before beating a card.
- Pay attention to how many cards your opponents have.
- Use trumps carefully. Spending them too early can leave you in a weak position.
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