Fifty-One

Swap cards with the five on the table until your whole hand is one suit, and get as close to 51 points as you can. Then call!

Choose your settings and press Start

Computer players

2 to 5 players including you.

Computer level

Hard players keep an eye on the cards everyone takes from the table, and they call early.

Hands

With several hands, the points from each hand are added up.

Rules

Fine-tune the rules
On your first turn

With “Anything but pass”, you may swap all or clear the table from your first turn.

After a Stop or a Call
If someone ties the caller

With “No joker ranks higher”, a tie where both (or neither) hold the joker is a draw.

Computer speed
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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. First published.

How to play Fifty-One

Fifty-One is a Japanese card game for two to five players. Everyone holds five cards, and five more lie face up in the middle of the table. On your turn you swap cards with the table, trying to make your whole hand one suit. A one-suit hand scores the total of its cards, and the best possible hand, the ace, king, queen, jack and ten of one suit, is worth exactly 51. That is where the name comes from. In Japan the game is simply called “51” (ごじゅういち, gojū-ichi).

If you know Thirty-One (also called Schwimmen), you will feel at home: Fifty-One is the same idea with five cards instead of three. You collect a suit by swapping with a shared row of face-up cards, and the real skill is deciding when to stop improving your hand and call. On this page you play against one to four computer players.

The table

The Fifty-One table. Three computer players sit along the top, each with five small cards; the cards they took from the table are shown face up. A banner in the middle reads Round 2+ (you may pass). The stock is on the left and the cleared cards on the right. Five face-up table cards sit in the center, with the queen of spades picked. Below is your bar and your five cards, with the six of diamonds lifted.
Opponents at the top, the five table cards in the middle, your hand at the bottom. Face-up cards in an opponent’s seat are cards that player took from the table.

1. The deal

Use a standard 52-card deck plus one joker (53 cards). The dealer shuffles and gives each player five cards, which only they can see. Then five cards are turned face up in a row on the table; these are the table cards, open to everyone. The rest of the deck is the stock. Play starts with the player after the dealer and goes clockwise.

2. What you can do on your turn

On each turn you do exactly one of these:

On your first turn you must swap one card. Passing, swapping all and clearing are only allowed from your second turn on. When the stock runs out, the cleared cards are shuffled to make a new stock.

Table cards on top, your hand below. The six of diamonds in your hand and the queen of spades on the table are both circled in gold, with two arrows showing that they change places.
To swap one card, tap the card you give up and the table card you want, in either order.
Three boxes. Swap all: your five cards and the five table cards trade places. Clear the table: the five table cards go to the cleared pile and five new cards come from the stock, then you must swap. Pass: change nothing; allowed from your second turn.
Swap all, Clear and Pass are the buttons under the table.

Fifty-One card game rules: scoring

Only a hand where all five cards are the same suit scores. Add up the five cards. If even one card is a different suit, the hand is worth zero, however many aces and kings it holds.

CardPoints
Ace11
King, queen, jack, ten10
2 to 9Face value
JokerAny suit; 11, or 10 if 11 would take the hand over 51
Four sample hands. Ace, king, queen, jack and ten of spades: 11+10+10+10+10 = 51, the best hand. Nine, eight, seven, five and two of hearts: 31. King, queen, jack and ten of clubs with the ace of diamonds: one diamond, so 0. King, queen, jack and ten of diamonds with the joker: the joker counts 11, so 51.
Only a one-suit hand scores. The highest possible total is 51.

The joker fills in for whatever card your suit is missing. Without an ace in your hand it acts as the ace (11); with an ace it acts as a ten-point card, so the joker can never push a hand past 51.

Stop and Call

When your hand is one suit and totals exactly 51, that is a Stop: you win the hand straight away. (In this game Stop happens automatically the moment you reach 51.)

If your hand is one suit but below 51, you may Call after your swap. Everyone then shows their cards. If nobody has a higher score, the caller wins the hand. But if anyone has the same score or more, the call fails: the caller scores zero and drops to last place. Everyone else is ranked by points, and on equal points a hand without the joker ranks above a hand with it.

You call with king, queen, jack, nine and eight of spades, 47 points. Success example: CPU1 has mixed suits (0) and CPU2 has 38 in hearts, so you win. Failure example: CPU2 has 48 in hearts, so you score 0 and finish last.
A call wins if nobody matches or beats it, and fails if anyone does.

Whenever your hand becomes one suit after a swap, Call and Don’t call buttons appear. Choose Don’t call and play simply moves on.

Playing several hands

Choose 3 or 5 hands in the settings to play a longer game. Each hand’s score is added to your total (a mixed hand or a failed call adds nothing), and the highest total at the end wins. The dealer moves one seat clockwise every hand.

Fifty-One variations

As with most family card games, the details of Fifty-One change from house to house. The biggest difference is what happens after someone stops or calls. You can pick either version here, or mix the rules yourself under Custom.

RulesAfter a callCaller is tied
StandardShow hands at onceCall fails
One last turnOthers play once moreNo joker wins
Two boxes. Standard: you call and everyone shows their hand at once; 51 is an automatic Stop and win, and a tie means the call fails. One last turn: you call, CPU1 and CPU2 each play one more turn, then hands are shown; on a tie the hand without the joker ranks higher.
With One last turn, the others still get a chance to catch up after your call.

Custom rules

Fifty-One strategy and tips

1. Pick your suit early

Look at your first five cards and settle on the suit you hold the most of, or the suit where you already have an ace or a picture card. Then feed low cards of the other suits back to the table. Chasing two suits at once is the fastest way to be caught with a mixed hand when someone calls.

2. First make it one suit, then make it bigger

A mixed hand scores nothing, no matter how strong the individual cards are. Concentrate on getting all five cards into one suit first. Once you are there, keep an eye on the table: whenever a higher card of your suit shows up, trade your lowest card for it.

3. Time your call

Early in a hand, most players are still holding mixed cards, so a call in the thirties often goes through. The longer the hand runs, the more likely it is that someone else has completed a suit too. Above 40 you are usually safe, but if you can see that an opponent has taken several high cards of one suit, it may be worth waiting a turn or two.

4. Watch what others take

Every card taken from the table is taken in plain view, and this game keeps those cards face up in each opponent’s seat. If a player keeps picking up hearts, they are collecting hearts, so don’t hand them a high heart. A player holding cards of two different suits is clearly not ready yet.

5. Know when to swap all or clear

If four or five table cards share a suit, swapping all can complete your hand in one move. If there is nothing useful on the table at all, clear it and hope for better cards. Remember that clearing forces you to take something from the new row.

6. Hold on to the joker

The joker fits any suit, which makes collecting much easier. The one catch is ties: a hand with the joker ranks below an equal hand without it, so a joker hand can lose a close race.

Fifty-One FAQ

How many players can play?

Two to five here: you plus one to four computer players. With more players someone completes a suit sooner, so hands tend to be shorter and calls come earlier.

Can I swap two or three cards?

No. You can swap exactly one card, or all five.

How much is the joker worth?

The joker can be any suit and counts 11. If your hand already has an ace and 11 would take you past 51, it counts 10 instead. Reaching 51 with the joker is still a Stop.

Can I call with a mixed hand?

Not in this game. Calling is only offered when all five of your cards are one suit, because a mixed hand scores zero and could never win.

How is Fifty-One different from Thirty-One?

Thirty-One (Schwimmen) uses three-card hands and three table cards, and the best hand is 31. Fifty-One uses five cards on both sides and adds a joker. In this Japanese version you also have the Clear move to replace the whole row, and a hand only scores when all five cards are one suit.

Can I play with a keyboard?

Yes. Use ← → to move between cards, ↑ ↓ to switch between your hand and the table, and Enter or Space to pick. A swaps all, F clears the table, P passes, and when you are asked to call, C calls and N doesn’t.

Where Fifty-One comes from

Fifty-One is a long-time favorite in Japanese homes and appears in Japanese books of card games for families. Games where you trade cards with a face-up pool to collect one suit have been played in Europe for a long time; the three-card Thirty-One is the best known. Fifty-One looks like a five-card cousin of that family, but exactly when and how it reached Japan is not clear.