Thief is a rarely seen card game which allows players to steal cards won by other players. The game is usually played by two to six players. Thief is played using two standard 52 card decks shuffled together with the addition of four total Jokers.
Determination of seating positions, and first dealer can be performed using a number of different methods. One such commonly used method is a draw for high cards. Each player would thus randomly draw one card from the face-down shuffled deck. Any players drawing cards that are of equal rank should set the
drawn card aside, then drawing a replacement card, and if this card is also
duplicated by another player, continuing this procedure until drawing a uniquely ranked card. The player drawing the highest card has the first choice of seats at the table with the remaining players also taking their preferred seat in order of rank of card drawn. The player drawing the highest card of all is designated the first dealer. After each hand the role of dealer rotates in a clockwise direction around the table.
Once the dealer has been determined, that player should thoroughly shuffle the deck and offer it to the player at his right to cut. After the cut, the dealer then begins dealing the cards around the table in a clockwise direction, starting with the player at his left. He deals the cards one at-a-time and face down, continuing until each player has a total of three cards. The dealer then places the remainder of the deck in a face-down pile near the center of the table, as the stock pile. The dealer then turns the top card of the stock pile face-up and places it beside the stock pile as the discard pile.

The player to the immediate left of the dealer has the first turn, and the turns rotate in a clockwise direction around the table from player to player. A player's turn consists of several possible actions:
- If, amongst the three cards forming his hand, he finds a pair (two cards of the same rank), he places this pair in a face-up personal capture pile, in front of himself.
- If the player has, in his hand, a card that forms a pair with the top card of the discard pile, he may then capture the
top card of the discard pile with this card, placing these cards, face-up, on the top of his capture pile.
- If the player finds that he has a card in his hand which is of the same rank as the top card of another player's capture pile, he may capture cards from that opponent's capture pile.
- If a player has a two or a Joker in hand, he may use this as a wild card to match the top card of another player's capture pile and capture some of the cards from that pile.
A player must always have three cards in his hand, so as he makes valid captures, he draws additional cards from the stock to replenish his hand to three total cards.
Each time the player manages to make a capture, he places the captured card(s) and the capturing card on top of his capture pile, but he should place these cards perpendicular to the current top cards of that pile, to distinguish these captured cards from previous captures. Thus, when able to match the top card of an opponent's capture pile (or uses a wild card to capture), the player captures all the cards on the top of the opponent's pile that were part of that player's last capture (which should be separated from the previous capture by being placed at a ninety degree angle from those cards).
However, if the player to whom the player is capturing from, has a wild card (2 or Joker) or a card of the same rank as that being captured, he may immediately re-capture the pile by adding that card to the capture and adding it back to his personal capture pile. This capture and re-capture can occur multiple times amongst the two players if those player having the appropriate cards needed to re-capture the growing set of cards in that capture.
The player may continue making additional captures on his turn (and drawing cards from the stock to replenish his hand) as long as able. However, once he has no more available captures, his turn ends.
If a player finds, at the beginning of his turn, that he is unable to make any pairs (with the top card of the discard pile, or from another player), he must discard one card from his hand, face-up to the top of the discard pile and draw a replacement card from the stock. If this card is able to make a pair with cards in that player's hand or the top of the discard pile, he may capture those cards, drawing replacement cards as able, continuing until he is no longer able to make additional pairs in this way. However, the player in this situation is never allowed to capture cards from other players.
Once the draw pile is depleted, the player drawing this last card may complete his turn, after which the game immediately ends. Cards remaining in each player's hands are discarded to the discard pile, and the players each review the cards in their capture piles to determine their score for the hand. Each card found in the discard pile has a scoring value as per the following chart:
Card | Point Value |
3, 4, 5, 6, 7, 8, 9 | 5 Points Each |
10, Jack, Queen, King | 10 Points Each |
Ace | 15 Points Each |
2 | 25 Points Each |
Joker | 50 Points Each |
The points thus found in this capture pile should be added to an ongoing cumulative score kept by that player. The game continues until each player has exactly one opportunity to be the dealer, after which the players compare their total accumulated score over the multiple hands, and the player with the highest grand total is declared the game winner.
Four Card Thief: There is an alternate variant of this game which plays very similarly to the standard Thief card game, with the following differences in the rules:
- The game is played using one standard 52 card deck, to which three Jokers are added. Since most decks only come with two Jokers, this third Joker may be the instruction or logo card which is included with some decks.
- These three Jokers are the only wild cards in the game.
- Instead of using a discard pile, at the start of the game, four cards are
turned over from the top of the stock pile and each is placed face-up in a four
card layout near the center of the table.
- Each player is initially dealt four cards, and players should always have four cards in their hand, unless the stock pile has been depleted.
- Each player starts their turn by drawing a card from the deck, and, as able to make legal plays replenishes their hand from the deck after making these plays. Once unable to make further plays, the player ends his turn by discarding a card, adding it as another face-up card in the center of the table.
- A set of four natural cards (not including Jokers) can never be captured or stolen by another player.
- If, after a player's initial draw, they are unable to make any captures,
they must discard to end their turn, but do not draw another card until the
start of their next turn.
- A player may not immediately (and out of turn) attempt to re-capture cards that another player has captured from that player's capture pile
as is the case in the standard card game of "Thief".
- The scoring in this variant is different than as described in the base game, above. The following chart shows the value of each of the cards in the deck:
Card | Point Value |
Joker | 25 Points Each |
Jack, Queen, King, Ace | 10 Points Each |
2, 3, 4, 5, 6, 7, 8, 9, 10 | 1 Point Each |
Other than these differences, the game is played identically to the version of the game described at the top of the page.
Ghârat: Ghârat is a fishing type card game from Iran. It is
designed for play by 2, 3 or 4 players and uses one standard 52 card
deck. The name of the game, Ghârat, is Persian for "loot", which
describes the way a player may capture cards from an opponent's capture piles.

The designated dealer for the game begins the deal by placing a stack of four face-up cards on the table. However these cards should be placed in such a manner such that only the top card is visible or seen by any player (including himself). This stack of four cards will start the play pile used during the game. After creating this play pile, the dealer then deals each player four face-down cards, in a counter-clockwise direction around the table, starting with the player at his immediate right. The dealer then places the remainder of the deck in a face-down stack, which will be used later to replenish players' hands.
The player to the immediate right of the dealer has the first turn, and the turn rotates in a counter-clockwise direction around the table. On each turn, a player plays one card from their hand, usually in an attempt to capture cards to add to their personal capture pile.
If the player plays a card which matches the top card from the play pile by rank, he takes his played card and the top card from the play pile and adds them to his play pile. Any additional cards on the top of the play pile of that same rank may also be captured. If, instead the card played matches, in rank, the top card of any
other player's play pile, he may take his card and the matching card from that pile and add them to his personal play pile. He may also take any other cards of that same rank that are
then found to be on the top of that player's pile. Cards captured by a player are added to the top of his personal capture pile, with the last captured card at the top of the pile. If a player plays a card that is equal to the top of his own capture pile, he simply adds the card to his own pile. If the card played does not match any face-up piles on the table, the player simply adds it face-up on the top of the play-pile.
After each play, the turn rotates to the next player in turn. Once each player has played all four of their initially dealt cards, the dealer deals each player another four cards
from the remaining undealt stock and the hand continues in the same manner as before.
Once the stock pile has been fully depleted after a number of additional deals, and the player's have played their last batch of four dealt cards, the hand ends, and each player scores a number of points based on each card they have in their personal capture pile, as per the following chart:
Card | Point Value |
Numbered Cards (2, 3, 4, 5, 6, 7, 8, 9, 10) | 5 Points Each |
Court Cards (Jack, Queen, King) | 10 Points Each |
Aces | 20 Points Each |
Any cards remaining in the play pile at the end of each hand belong to no player's capture pile.
After scores for the hand have been tallied, the cards are all gathered together, shuffled cut and dealt by the next player in rotation. If, at the end of a hand, any player has reached or exceeded or 1000 points, the game ends with that player declared as the winner. If multiple players have reached or exceeded 1000 points, the player with the highest score is the winner. If two or more players tie for the highest score, additional hands are played, until there is a clear winner.
If played as a four player game, the game is sometimes played by two partnerships of two players each. Each player sits at the table directly across the table from their partner, and the scores captured by each player in a partnership are combined to form one score for that partnership.
Copyright © 2015
CatsAtCards.com. All rights reserved.