Four each. One spoon short.
Shuffle 52 cards without jokers. Deal four to each player and leave the rest as the dealer’s stock. Put one fewer spoon than players within equal reach: a four-player table needs three.
KEEP YOUR CARDS CLOSE. YOUR EYES ON THE MIDDLE.
Build four of a kind. Notice the first spoon. Try not to be the person left looking. Learn the Spoons card game rules, then put them into practice against three computer players.
A LITTLE MATCHING. A LITTLE MISDIRECTION.
Four short lessons explain passing, the first spoon, following a grab and the final round. Or deal a full pack and start playing.
Free practice. No money, account or download. Reaction timing and the passing rhythm are explained below.Keyboard: D draws · 1–5 passes a card · Space grabs a spoon.
Pausing or leaving this tab stops computer timers.
SPOONS CARD GAME RULES / AT YOUR NEXT REAL TABLE
Spoons combines collecting matching ranks with noticing what everyone else is doing. This page teaches the full-pack version with a draw pile. Passing goes left around the table.
Shuffle 52 cards without jokers. Deal four to each player and leave the rest as the dealer’s stock. Put one fewer spoon than players within equal reach: a four-player table needs three.
The dealer draws one, then passes one unwanted card left. Each recipient keeps four and passes one onwards. The final player discards to a separate pile. Continue this flow, reshuffling the discard pile when the stock runs out.
Four queens qualify, even with different suits. A run or four hearts does not. Once your hand holds four matching ranks, you can take the first spoon. In this practice game, pass the spare fifth card first.
As soon as one spoon has been taken legitimately, everyone else can take one too. You no longer need matching cards. Each person may have only one spoon; somebody will miss out.
Quick knockout removes the person without a spoon after each round. For a longer game, give that person the next letter of SPOON; five misses eliminate them. Remove a spoon with each eliminated player, reshuffle and deal again.
The full-stock version continues to a two-player final with one spoon. The survivor wins. At this table, taking the first spoon without four of a kind counts as losing that round. Agree false-grab penalties before a physical game.
At a physical table, passing can be continuous. Here one card travels through each active player before the dealer draws again. You are the dealer while you remain in the game: draw a fifth card, then click the one to pass. Computer hands stay hidden until the round ends. Their choices use only their own cards.
The reaction selector controls the interval between computer grabs after a spoon is taken: Relaxed gives 1.8 seconds, Normal 0.9. A computer completing four of a kind initiates its grab after a short 0.8-second pause. These are disclosed learning aids, not simulated human reaction speeds. Pause whenever you need to think; the game also pauses when the tab is hidden. The first processed valid click wins a spoon.
If you are knocked out before the last round, you can watch the remaining computers finish. A round reaching 400 complete passes without a spoon is redealt without a penalty. The tutorial uses smaller prepared positions; the full game always uses a shuffled 52-card pack. Refreshing or leaving the page loses the current game.
Rules compared with Bicycle’s Spoons guide, Pagat’s Pig and Spoons rules and the National Park Service’s Spoons activity. These descriptions and teaching controls are original to Card Game Rules. Scoring variants and browser adaptations are stated explicitly. Reviewed 22 October 2026.
GOOD QUESTIONS
Four per player in the standard version shown here. The dealer draws a fifth card and passes one away, returning to four. Five-card variants exist; agree the version before starting.
One fewer spoon than players: three spoons for four people, two for three, and one for the last two. Remove a spoon when someone is eliminated.
Only after someone has legally taken the first spoon. Before that, you need four cards of one rank. Afterwards, anyone still in the round can take one, regardless of their cards.
In this practice version, the dealer shuffles the end discard pile into a fresh stock and continues. Hands stay as they are.
They belong to the same card-passing family. Pig commonly uses touching your nose as the signal; Spoons uses objects in the middle. Stock, scoring and elimination rules vary.
Three or more is the usual starting group. This game begins with four and finishes with a two-player final using one spoon. The full-stock variant can end with one overall winner.