Deal In

Stay Awhile. Let’s Play! | June 15 – July 15

This summer, get a custom limited-edition deck of Howdy Beer Playing Cards with every purchase of a Howdy pitcher or bucket special at participating locations and unlock 20% off Howdy merch. Built for the nights that don’t end early.

Born from the backroads and barrooms of Americana, Howdy is brewed for the moments that matter most.

Whether you’re gathered around a dim bar counter, sitting in a neon-lit booth, or chasing the next summer adventure, Howdy is built for you and the people you share one with along the way.

Below, you’ll find a lineup of classic card games built for campfires, tailgates, dive bars, poker nights, and wherever good times tend to gather.

Crack open a cold Howdy, shuffle the deck, and put your luck to the test. This is your official Howdy House Rules playbook

Score 20% off Howdy Merch

In this deck, Jokers come with perks.

Pull a Joker? That’s 20% off your next Howdy merch haul. Scan the QR code on your Joker card to activate your unique discount code!

BROWSE HOWDY MERCH

Discount applies to merchandise and apparel items only while supplies last. One discount redemption per customer. Cannot be combined with other offers or applied to previous purchases.

what are you playing?

Flying solo or playing a full table, pick your game and deal in.

Single-Player

Two-Player

3+ Players

Goal:

Build four foundation piles from Ace to King by suit.

How to Play:

Deal seven columns of cards, increasing from 1–7 cards per pile.

Only the top card is face up.

Stack cards in descending order while alternating colors.

Move Aces to the foundation piles whenever possible.

Continue organizing and drawing from the deck until all cards are cleared.

Winning:

Complete all four suit piles from Ace through King.

Goal:

Create matching sets and runs before your opponent.

How to Play:

Each player is dealt 10 cards.

Players draw and discard cards each turn.

Build sets (same rank) or runs (same suit in order).

Knock when your unmatched cards total 10 points or less.

Winning:

Score the lowest unmatched card value and reach the agreed point total first.

Goal:

Get closer to 21 than the dealer without going over.

How to Play:

Each player receives two cards.

Choose to hit, stand, double down, or split.

Face cards count as 10. Aces count as 1 or 11.

Winning:

Beat the dealer’s hand without busting over 21.

Goal:

Build complete King-to-Ace runs of the same suit.

How to Play:

Cards are dealt into 10 columns.

Arrange cards in descending order.

Completed suit runs disappear from the board.

When stuck, deal another row of cards from the deck.

Winning:

Clear every card from the table by completing all suit runs.

Goal:

Get rid of all your cards before the other player.

How to Play:

Both players flip cards at the same time.

Play cards one higher or lower than the center piles.

There are no turns so speed matters.

Winning:

Be the first player to clear your entire pile.

Goal:

Clear as many cards as possible with the lowest score.

How to Play:

Flip one card from the draw pile to start the active pile.

Remove cards one value higher or lower than the active card.

Every card played becomes the new active card.

Continue building sequences to clear the board.

Use the draw pile when no moves remain.

Winning:

Finish with the lowest score possible after all playable cards are cleared.

Goal:

Clear the pyramid by pairing cards that equal 13.

How to Play:

Deal cards into a pyramid shape.

Kings count as 13 and can be removed alone. Pair cards like:

  • Ace + Queen
  • 5 + 8
  • 6 + 7

Keep pairing cards until there are no moves left or the pyramid is cleared.

Winning:

Remove every card from the pyramid before no matches remain.

Goal:

Win all the cards in the deck.

How to Play:

Split the deck evenly.

Both players flip one card at the same time.

Highest card wins the hand.

Matching cards trigger a “war” showdown.

How a “War Showdown” works:

  1. Both players place:

3 cards face down, then 1 card face up

  1. Compare the final face-up cards.
  • Highest card wins EVERYTHING on the table.
  1. If the face-up cards tie AGAIN, another war begins
Winning:

Collect every card in the deck.

Goal:

Avoid collecting point cards throughout the game.

Heart cards = 1 penalty point

Queen of Spades = 13 penalty points

How to Play:

Players take turns playing one card per trick.

Each Heart card collected is worth 1 penalty point.

The Queen of Spades is worth 13 penalty points.

Lowest score wins.

Winning:

Finish the game with the lowest total score.

Goal:

Score as many points as possible across 10 frames, just like a game of bowling.

How to Play:

Shuffle a standard deck of cards.

Draw two cards for each frame. (Number cards are worth their face value. Jacks, Queens, and Kings are worth 10 points. Aces are worth 1 point.)

Add the values of the two cards together to determine your frame score.

Play a total of 10 frames (20 cards).

Winning:

Add up your score after all 10 frames. The higher your total score, the better your game. Challenge yourself to beat your previous high score.

Goal:

Be the first player to get rid of every card.

How to Play:

Match cards by suit or number.

Eights are wild and can change the suit.

Draw cards if you cannot play.

Winning:

Clear your hand before the other player.

Goal:

Be the first player to get rid of all your cards and avoid becoming the ‘Shithead.’

How to Play:

Each player receives:

  • 3 face-down cards
  • 3 face-up cards placed on top
  • 3 cards in their hand

Players take turns placing cards equal to or higher than the current card in play. Certain cards reset or change gameplay:

  • 2 resets the pile
  • 10 clears the pile
  • 7 reverses the play so the next player must play a 7 or lower (unless they have a 2 or 10).

If a player can’t play, they must pick up the entire pile. Once hand cards are gone, players move to their face-up and then face-down cards.

Winning:

Get rid of all your cards before everyone else. The last player left holding cards is the Shithead.

Goal:

Reveal every card before the final King appears.

How to Play:

Deal cards into a clock-shaped layout.

Flip and place cards according to their value.

Continue cycling through piles as cards are revealed.

Winning:

Reveal all cards successfully before uncovering the fourth King too early.

Goal:

Win all the cards in the deck through quick reactions and well-timed slaps.

How to Play:

Split the deck evenly between both players.

Players take turns placing cards face up into a center pile.

Certain card combinations trigger a slap:

  • Doubles
  • Sandwiches
  • Runs

The first player to slap the pile correctly wins the cards.

Face cards trigger challenge rounds where the other player has limited chances to respond with another face card.

Winning:

Collect every card in the deck.

Goal:

Build the best five-card poker hand using your two cards and the community cards on the table.

Card Values:

Number cards = face value

Jacks = 11

Queens = 12 Kings = 13

Aces = high or low depending on the hand

How to Play:

Each player receives 2 private cards.

Five community cards are revealed in stages:

  • The Flop = 3 cards
  • The Turn = 1 card
  • The River = 1 card

Players bet after each stage.

Use any combination of your 2 cards and the 5 community cards to build the best possible 5-card hand.

Winning:

Have the strongest five-card poker hand after the final betting round, or bluff everyone else into folding first.

Goal:

Build all four suit foundations from Ace to King.

How to Play:

Move groups of cards even if they aren’t fully ordered.

Uncover hidden cards to open new moves.

Build suit foundations as cards become available.

Winning:

Complete all four foundation piles by suit.

Goal:

Win all the cards by slapping Jacks before your opponent.

How to Play:

Split the deck evenly between both players.

Players take turns placing cards face up into the center pile.

Whenever a Jack appears, both players race to slap the pile.

The first player to slap the Jack wins the entire stack.

Incorrect slaps usually require giving up a card to the other player.

Winning:

Collect every card in the deck.

Goal:

Work with your teammate to win the number of tricks you bid each round.

Card Values:

Spades are always the highest suit.

Aces are high.

Highest card played in the leading suit wins unless a Spade is played.

How to Play:

Each player receives 13 cards.

Before the round starts, players bid how many tricks they think they can win.

Players take turns playing one card per hand.

Players must follow the leading suit if possible.

If unable to follow suit, a player may play a Spade to trump the hand.

Winning:

The first team to reach the agreed point total by successfully hitting their bids wins the game.