Cards
Overview
Cards are the most portable game you own. No throw lane. No hard projectiles. Just a deck, a table, and a game the crew can learn before the next beer run.
Why it’s a good choice
Conversation fuel. Works when the spot is full, the kids are done running, or the venue would rather you didn’t fling anything. Two decks cover a bigger crew. Alcohol variants only if that campus allows it — read the guide. When in doubt, play for bragging rights.
Where best to play
Any stable surface under shade if you can get it. Wind is the enemy — chip clip, rock, or card weight required. Sun-bleached cards stick. Classic table & hands.
Rules — pick a couple
Spades
Four players, fixed partners. Bid tricks; spades always trump. Survives a kickoff delay; finishes a rubber before you walk in.
Golf (card Golf)
Small grid of cards (often 4 or 6), flip to replace, low score wins. Easy to rebuy a round between grill flips.
Crazy Eights / Mau
Shed by matching suit or rank. Eights wild. Rules fit on a napkin when someone new pulls up a chair.
Presidents / Asshole (no-drink version)
Climb the ranks by shedding first. Skip drink penalties unless the venue allows — seating-order brag is enough.
Gear / setup notes
1–2 decks · wind clip · optional pencil for score. More table games: table & hands · dice.
Shuffle once. Argue less. Clip the deck against the wind.
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