Uno 108-card deck, 2–10 players◆ Skip-Bo 162 cards, first to empty the stock pile◆ Cribbage highest possible hand: 29 points◆ Phase 10 10 phases, completed in order◆ Five Crowns five suits, 116 cards, 11 rounds◆ Pinochle 250 trick points on the table each hand◆ Euchre 24-card short deck, lone march scores 4◆ Canasta natural canasta: 500 points◆ Gin Rummy knock at deadwood 10 or less◆ Spades 13 cards each, spades always trump◆ Farkle rolling three 1s scores 1,000 points, the same as many six-of-a-kind rolls◆ Yahtzee a full scorecard has 13 categories split across an upper and lower section◆ Dominoes a standard double-six set has exactly 28 tiles◆ Mexican Train commonly played with a double-12 domino set of 91 tiles◆ Chinese Checkers invented in Germany in 1892, not China — the name was a 1920s US marketing move◆ Solitaire not every deal of Klondike is winnable, even with perfect play◆ Spider Solitaire combines two full decks, 104 cards in play at once◆ FreeCell of the original 32,000 numbered deals, only game #11982 has never been solved◆ Hearts taking every point card lets you "shoot the moon" and flip the scoring on everyone else◆ Go Fish a completed "book" is all four cards of a single rank◆ War has no fixed length — in theory, a game can go on until one player has drawn every card◆ Old Maid can be played with a Joker added or a Queen removed, depending on which house convention a group prefers◆ Bridge a bid of "1" actually means 7 tricks: an automatic 6-trick "book" plus 1 more◆ Sequence combines a 10x10 board with two full decks of cards instead of dice or a single deck◆ Bunco a full party is commonly played across 4 tables at once, with players rotating between them◆ Kings Corner only a King can start a brand new pile in one of the board's 4 corners◆ Exploding Kittens every player starts with a guaranteed Defuse card in hand◆ LCR a player rolls one die for every chip they're still holding, up to a maximum of 3◆ Apples to Apples the judge never knows which player submitted which card◆ Pyramid Solitaire a King can be removed on its own since it's already worth exactly 13

Apples to Apples rules: how the judging works and how to win

Party & family division
4–10 Players
Card deck Deck
Easy Difficulty*

* Difficulty is our editorial read on how hard the game is to pick up — not an official rating. Player counts and deck sizes come from the game's rulebook.

Trademark caution

Apples to Apples is a Mattel-owned trademarked party game, originally published by Out of the Box Publishing. Specific card text is the publisher's own creative property, described here generically rather than reproduced verbatim.

Quick answer

Apples to Apples is a party game for 4 to 10 players, built around two card types: red cards naming a person, place, thing, or event, and green cards naming a descriptive word. Each round, one player judges. The judge reveals a green card, everyone else privately picks their best-matching red card, and the judge picks a winner without knowing who played what. Collect enough green cards and you win.

Chapter 1

Setup

Deal 7 red cards to every player, including whoever judges first. The green cards and red cards stay as two separate stacks the whole game, never shuffled together. The judge role rotates one seat to the left after every round, so everyone gets a turn deciding what counts as the best match.

Players submitting cards face-down during a round of Apples to Apples
Chapter 2

Gameplay

The judge plays a green card

The current judge draws the top green card from its stack, reads the descriptive word out loud, and sets it face-up on the table for everyone to see. That word is what every other player will be matching a red card to for the rest of the round.

Submitting a red card

Every other player looks through their own hand of red cards and picks whichever one they think the judge is most likely to pick as the best fit, whether that's the most accurate match, the funniest, or just the most defensible argument they can make out loud if asked. That card gets placed face-down, unseen, into the middle of the table.

Judging

Once everyone's submitted, the judge collects the face-down cards, shuffles them so the order gives nothing away, and turns them over one at a time. Nobody signs their card, so the judge picks a winner purely on the card itself, with no idea whose it was. Whoever played the winning red card keeps that round's green card as their point, and every player who submitted (including the round's winner) draws back up to a full 7-card hand before the judge role passes to the next player.

Chapter 3

Scoring

There's no separate points system layered on top of the cards themselves. Every green card a player wins for having the best-matching red card simply counts as one point, and those green cards accumulate in front of each player as the game goes on.

Number of playersGreen cards needed to win
48
57
66
75
8–104

The target scales down as the table gets bigger, since a bigger group means fewer rounds where any one player gets to judge, and fewer chances overall to win a green card. Some groups skip the target-score approach altogether and just agree on a fixed number of rounds ahead of time, ending the game whenever that round count is reached and whoever has the most green cards at that point wins.

Chapter 4

Variations and house rules

A few tables let players briefly argue their case before the judge picks, turning a normally silent decision into a short, semi-serious pitch for why a particular red card fits best. It's an easy add-on that doesn't change scoring or setup at all.

Playing to a fixed number of rounds instead of a green-card target, mentioned above, is popular for game nights on a schedule, since it guarantees the game wraps up by a known point rather than running until someone happens to hit their target. For another popular party card game with a faster, higher-stakes feel, Exploding Kittens swaps the judged format here for elimination and bluffing instead.

Frequently asked questions

FAQ

How many cards do you start with in Apples to Apples?

Every player is dealt 7 red cards at the start, and hands get topped back up to 7 after each round once the judge collects that round's green card winner.

How does the judge get picked each round?

The judge role simply rotates one seat to the left after every round, so it cycles through the whole table evenly over the course of a game.

What's the actual win condition?

Collect enough green cards to reach the target for your table's player count, which scales from 8 (in a 4-player game) down to 4 (in an 8-to-10-player game). Some groups skip the target entirely and just play a fixed number of rounds instead.

Can you play with more or fewer than the standard player count?

The game is built around 4 to 10 players, and the win-target table scales specifically across that range. Fewer than 4 players removes most of the judging variety the game depends on, since there aren't enough submitted cards each round to make picking a winner interesting.

Is there strategy involved, or is it mostly about the judge's taste?

Mostly the judge's taste, and that's the entire appeal for most groups. Reading what a specific judge tends to find funny or fitting round over round is the closest thing to strategy the game has, rather than any fixed rule for which red card objectively "wins."