Nertz Rules
Nertz is a beloved [regional card game](/) with strong roots in American tradition. Regional game enthusiasts often explore [Euchre](/euchre) and [500](/500) for similar strategic gameplay. For comprehensive rules, [Official Game Rules](https://officialgamerules.org/card-games/) provides detailed documentation.
- Category: Midwest & Regional Classics
- Players: 2, 3, 4, 5, 6
Objective
Become the first player to clear your 13 card Nertz pile by slamming cards into the shared foundation piles as fast as your hands can move. The whole game feels like a race where everyone plays at once, and every second counts. You score by adding cards to the center and lose points for anything still stuck in your Nertz pile when the round stops.
Material
Each player needs a personal 52 card deck (with a unique back so you can tell them apart later):
A♠ 2♠ 3♠ 4♠ 5♠ 6♠ 7♠ 8♠ 9♠ 10♠ J♠ Q♠ K♠
Color code your deck if you can. You’ll thank yourself when you sort everything after the chaos of a round.
Player Layout
[Nertz Pile] (13 cards) ↓ [Work Piles] × 4 (spread cards)
[Hand/Stock] → [Waste]
CENTER [Foundation Aces] (shared area)
Material
One standard 52 card deck per player (everyone uses their own complete deck)
For example:
- 2 players: 2 complete decks
- 4 players: 4 complete decks
- 6 players: 6 complete decks
Important: Use different back colors or patterns so sorting doesn’t become an hour long chore.
Card Backs Example
Player 1: Red backs Player 2: Blue backs Player 3: Green backs Player 4: Black backs
Setup
Each player prepares their personal play zone, just like setting up a little Solitaire battlefield.
Personal Layout
1. Nertz Pile (13 cards):
- Deal 13 cards face down in a single pile
- Flip the top card face up
- This pile is your main target to empty as quickly as possible
2. Work Piles (4 piles):
- Deal 1 card face up to each of the 4 spots
- These act as your building piles, similar to Klondike Solitaire
- You’ll use them constantly to uncover more moves
3. Hand (Stock):
- Hold the rest of your deck in a face down stack
- You’ll draw from here at high speed during play
Setup Diagram
[Hand/Stock: 35 cards]
[Nertz Pile: 13 cards] ← Empty this pile to win the round ↓ [Top Card]
[Work 1] [Work 2] [Work 3] [Work 4] (1♠) (K♥) (7♦) (Q♣)
Example Starting Position
Your Nertz pile shows:
6♥
Your work piles show:
K♠ 3♦ Q♥ 8♣
Right from the start, you can slide that 6♥ onto one of your work piles and open the next Nertz card. Early momentum matters a lot in this game.
How to Play
Simultaneous Play
Everyone plays at the same time. No turns, no pauses, no waiting politely. The table explodes into motion the moment someone says go, and you just try to keep up. Your hands will do half the thinking for you once you find your rhythm.
Center Foundation Piles (Shared)
All players build the shared foundation piles that sit in the center of the table.
Foundation Rules:
- Start piles with Aces (A♠, A♥, A♦, A♣)
- Build UP by suit (A→2→3→4…→K)
- Anyone can play on any pile
- It’s a pure race, so don’t hesitate
Foundation Building Example
Center shows:
A♥ 2♥ 3♥
You hold:
4♥
No need to think twice. Drop the 4♥ on the foundation the moment you see it.
Work Pile Building (Personal)
Your work piles are your personal playground, similar to a fast paced version of Klondike Solitaire.
Work Pile Rules:
- Build DOWN by alternating colors
- Red goes on Black, Black goes on Red
- You can move cards freely between your own piles
- You can move entire sequences when they follow the alternating pattern
Work Pile Example
Your pile shows:
9♠
You can place:
8♥
or
8♦
Either red 8 works. Quick reactions matter far more than perfect planning.
Playing from Nertz Pile
This is the heart of the game.
Your first priority: dump cards from your Nertz pile.
You can play your Nertz card:
- To the center foundations (ideal)
- To any of your four work piles (if it fits the pattern)
Each time you play the top card:
- Flip the next card immediately
- Keep the chain going as long as possible
A long streak from the Nertz pile feels incredibly satisfying.
Playing from Hand (Stock)
You flip 3 cards at a time (or 1 card in an easier variant):
- Turn over the top 3 cards into your waste pile
- You may play only the top visible card
- If you play it, the card below becomes usable
- When you reach the end, cycle the stack again
This part usually feels like drumming your fingers through the deck until you hit something useful.
Calling "Nertz!"
When you finally clear the last card of your Nertz pile:
- Shout "Nertz!" loud and clear
- Everyone stops instantly
- You move straight to scoring
A round often ends in a burst of chaos, someone shouting triumphantly while the others groan and laugh.
Scoring
Point System
| Source | Points | Explanation | |--------|--------|-------------| | Cards in center | +2 points each | Each foundation card you contributed | | Cards left in your Nertz pile | -2 points each | Penalty for not clearing them | | Winner bonus | Varies | Some groups add +10 for the “Nertz!” caller |
Scoring Example 1: Winner
You called “Nertz!” and finished with:
- 15 cards in the foundations
- 0 cards in your Nertz pile
Your score: (15 × 2) - (0 × 2) = +30 points
Scoring Example 2: Other Player
The second player has:
- 12 cards in foundations
- 5 cards still in Nertz
Their score: (12 × 2) - (5 × 2) = +24 - 10 = +14 points
Scoring Example 3: Slow Player
Another player ends up with:
- 6 cards in foundations
- 10 cards left in Nertz
Their score: (6 × 2) - (10 × 2) = +12 - 20 = -8 points
Separating Decks After Round
Those different card backs finally pay off.
- Sort the center piles by card back
- Return each deck to its owner
- Shuffle your own deck
- Get ready for the next round
The clean up feels almost peaceful after the frenzy of the round.
Strategy Tips
Speed is Key
In Nertz, speed usually beats flawless logic. You often play on instinct.
Play foundations first:
A♠ 2♠ 3♠
Any time you can push a card to the center, do it. Foundations open room in your work piles and clear your hand faster.
Don’t overthink:
- Quick moves beat clever ones
- Make choices in a blink
- Speed grows naturally as you play more
Nertz Pile Management
Your Nertz pile drives everything. The faster you flip through it, the better your round goes.
If your Nertz card shows:
7♦
And a work pile shows:
8♣
You don’t even pause. Slide that 7♦ onto the 8♣ and turn the next Nertz card. This steady drip of new cards keeps your engine running.
Work Pile Strategy
Create empty spaces:
- An empty work pile is gold because you can place a King there
- Kings act like jump starters for new sequences
- Shifting cards to open a space is often worth the effort
Move groups efficiently:
9♠ 8♥ 7♠
You can move this whole train onto any red 10. Group mobility lets you reorganize quickly and uncover more moves.
Hand Management
Your hand (stock) can help you surge or stall, depending on how you use it.
Cycle quickly:
- Don’t stare at the card on top
- Flip at a steady rhythm
- Keep an eye out for Aces, twos, and low cards that push foundations
Memorize upcoming cards:
- You’ll often remember which useful cards are buried a few flips away
- Anticipating them helps you prep your work piles
- With practice, cycling becomes surprisingly intuitive
Center Foundation Racing
The center often feels like a battleground where everyone tries to slam a card first.
Watch opponents:
- See what they’re reaching for
- If you notice someone aiming for a foundation card you also need, getting there first can shift momentum
- It’s friendly competition, but it still feels great to beat them to it
Prioritize sequences:
5♠ 6♠ 7♠
If you can shoot a whole sequence into the center at once, do it. Those moments often decide the round.
Ending the Game
Single Round
A round ends the instant someone clears their Nertz pile and yells “Nertz!”.
Match Play
You can string rounds together in different ways:
- First to 100 points wins
- First to 150 points if you want a long, dramatic game
- Best score after 10 rounds when you’re watching the clock
Tournament Format
| Format | Duration | Winner | |--------|----------|--------| | Sprint | 3 rounds | Highest total | | Marathon | First to 200 | Points race | | Timed | 15 minutes | Most points |
Variants
Pounce
Same game, different name. You’ll see this version mostly in parts of New England. The rules match Nertz, but players sometimes bring their own traditions or pacing.
Racing Demon
Across the Atlantic, players call the game Racing Demon. It’s essentially Nertz with a British accent. The gameplay feels just as frantic and addictive.
Nerts (Spelling Variation)
Some groups prefer spelling it “Nerts” instead of “Nertz.” Nothing else changes. Same piles, same chaos, same rush.
Dutch Blitz
This commercial variant uses a themed custom deck and a few tweaks to the cards, but the spirit of the game stays the same. If you enjoy high energy play, Dutch Blitz scratches the same itch.
Slow Play Nertz
- No simultaneous play
- Players take turns clockwise
- Less chaos, more thinking
- Great for teaching newcomers without overwhelming them
Double Deck Nertz
Each player brings two full decks (104 cards total):
- Nertz pile grows to 26 cards
- You manage 8 work piles
- Rounds last longer and strategy matters even more
Team Nertz
Partners share the center foundations and work together:
- Teams of 2 or 3
- Combine your scores
- Coordinate plays to keep foundation piles flowing
Scoring System
| Achievement | Points | Calculation | |-------------|--------|-------------| | Cards in foundations | +1 each | Every card you contributed to the center | | Cards in Nertz pile | -2 each | Penalty for anything you didn’t clear | | Empty Nertz pile | +10 bonus | Reward for being the first to shout “Nertz!” |
Example Scoring
Player A:
- 23 cards in foundations: +23
- 0 cards in Nertz: -0
- Called Nertz: +10
- Total: +33 points
Player B:
- 18 cards in foundations: +18
- 5 cards in Nertz: -10
- No Nertz bonus
- Total: +8 points
Speed Tips
Maximize cards per minute:
- Use both hands. One manages the stock while the other places cards.
- Keep your eyes dancing across the center foundations.
- Don’t get stuck staring at one pile.
- Try to see two or three plays ahead so you can chain moves quickly.
A smooth, fast rhythm often matters more than perfect choices. Once you get it, the game becomes a thrilling blur of cards flying, foundations climbing, and players laughing (or shouting) as the race heats up.
Frequently asked questions
What is Nertz?
Nertz is a wonderfully chaotic mix of speed and solitaire that feels almost like a friendly duel. Everyone plays with their own deck and races to throw cards onto the shared foundation piles in the center. The energy rises fast, and you will quickly feel your heartbeat climb as you try to stay one move ahead of everyone else.
How many players can play Nertz?
You can enjoy Nertz with two to six players, and the game really shines when the table feels alive with movement. Every player needs a full deck with a unique back design so you can sort everything at the end. It keeps the game tidy and avoids the classic who-owns-this-card moment.
What is the Nertz pile?
Your Nertz pile is the heart of the whole race. It holds thirteen cards, stacked face-down with the top one revealed. Your mission is simple: empty that pile before anyone else. The moment you play its last card, you shout Nertz and everything freezes. It is a small triumph that never gets old.
How do you score Nertz?
Scoring feels straightforward once you see it in action. You earn one point for every card you managed to push onto the center foundations. Any cards still stuck in your Nertz pile count against you, two points each. The first player to reach the agreed target, often one hundred points, wins the match.
Can you block opponents in Nertz?
Absolutely, and it happens all the time. Since everyone reaches for the same foundations, speed gives you real power. If you slide your nine of spades onto the pile before someone else does, you shut that door for them. Quick hands and clear vision make all the difference.
What happens when multiple people reach for the same pile?
This moment creates plenty of laughs. Most groups keep it simple and accept the card that lands on the pile first. Others decide that the card touching the table first wins. It is best to agree on the rule before playing so the excitement stays fun instead of confusing.