Eleusis
Objective
Players take turns playing cards to a central row. The dealer (rule-maker) declares each play as "valid" or "invalid" based on the secret rule. The goal is to be the first to correctly guess the rule or earn the most points by making valid plays.
Setup
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Players: 3–8 people. One player acts as the dealer.
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Deck:
Use aTwo standard 52-carddeckdecks (no jokers). -
Dealer’s Role: The dealer secretly creates a rule for valid card plays (e.g., "Alternate colors" or "Prime numbers only").
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Rules must be consistent, non-arbitrary, and possible to follow with the deck.
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Starting Cards: Deal
10–14 cards to each player (adjust based on group size).
Gameplay
Initial Play:The
dealergamestartsis played by creating a row of cards in sequence. At the start of the gameby placing 1–3 cards face up as the initial sequence. These must follow the secret rule.Example: If the rule is "Alternate colors,"the dealermight(known as "God") invents a secret constraint for how these cards must progress: for example, "each card played must be higher than the last, unless the last card was a face card, in which case any numeral card may be played".Two decks of cards are shuffled and 14 cards dealt to each player except the dealer. One card is dealt face-up to start
withthe5♦row(red)and→a2♠random(black)player→chosenJ♥to(red).start.
Player Turns:-
On
your turn, playacardplayer's turn they must add one or more cards fromyourtheir hand toextendthe row, in sequence. The dealer
cardsimmediatelyjudgesdeclaresthis play: if the entire play"Valid"(followsfits therule)dealer'sor"Invalid"(breaksrule, therule).- are
- left
toIfinvalid:placeTheas part of the row. Otherwise, they are removed from the row and "sidelined", as to be put below the cardstaysthatintheytheattemptedsequence. If invalid: The card is discarded,follow, and the playerdrawsis dealt areplacement.number of penalty cards equal to twice the number of cards they attempted to play that turn. If the play had multiple cards and only some were incorrect, the entire play is declared invalid, without the dealer specifying the invalid cards.
One
may - left
to -
- be a "prophet". A player who believes they have worked out the rule may request to become one at the end of their turn, if there is not already a prophet among the players, by placing a black marker on the card they just played. The prophet puts down their hand and skips their turns during their time as prophet. The prophet takes on the role of judging valid and invalid moves; if the dealer catches them making a mistake, the prophet is overthrown and receives five penalty cards (with the player who made the play receiving no penalty cards for that turn, if the play was invalid). An overthrown prophet takes their hand back up, takes all black markers off the row, and becomes a regular player again.
RuleIfGuessing:
inAtat anytime,time a player thinks they cannot play a legitimate card, they mayguessdeclare a "no play", and show their hand to everybody. If theruledealerinsteadconfirmsofthatplayingnoacardscard.that - hand
Ifcancorrect:beThe guesser winsplayed, theround and becomes the next dealer.
newIf wrong: Theplayer discardsathecardhand and draws areplacement.hand
cards - smaller.
EndingIf theRound:player's call was incorrect, the dealer plays the correct card for them and gives the player five penalty cards.- white marker is placed on each tenth card played, and a black marker on each tenth card after a prophet's marker. After the fourth black or white marker is placed, any invalid plays result in that player being eliminated from the game, and their hand remains intact for scoring. If both white and black markers are present, the black markers take precedence.
whenTheA round endswhen:
prophet,Aa playercorrectlyemptiesguessestheir hand, or when all players (excluding therule.if - any)
Allhaveplayersbeenruneliminated.outPlayersof cards.
If no one guesses the rule, the dealer reveals it and earns bonus points.
A
- white marker is placed on each tenth card played, and a black marker on each tenth card after a prophet's marker. After the fourth black or white marker is placed, any invalid plays result in that player being eliminated from the game, and their hand remains intact for scoring. If both white and black markers are present, the black markers take precedence.
Scoring (Optional)
Correct guess: 5 points.Valid plays:score 1 pointperforvalideach cardplayed.
handDealer bonus: 3 points if no one guessesin therule.of - the
Invalidplayerplays:with-most cards, minus the number of cards in their own hand. If a player has an empty hand they gain a further 4 points. If there is a prophet at the end of the game, they receive an additional 1 pointperforinvalideachcard.card in the row following their first black marker, and 2 points for each sidelined card following that marker.
The
Example Rules
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Simple:
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"Alternate between red and black cards."
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"Each card must be higher than the previous one."
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Complex:
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"Prime numbers only (2, 3, 5, 7, J=11)."
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"Each card must be either one rank higher or two ranks lower than the previous."
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"Alternate suits in the order ♥ → ♣ → ♦ → ♠."
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Tips for the Dealer
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Test your rule beforehand to ensure it’s solvable.
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Avoid overly broad rules (e.g., "All red cards") or rules requiring memorization.
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Start with a simple pattern to help players learn the game.
Variation: Eleusis Express
A streamlined version where:
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The dealer writes the rule secretly before the game.
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Players have 3 lives (invalid plays cost a life).
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The first to guess the rule wins.
Eleusis is a fantastic game for logic lovers and makes a great party challenge! 🃏🔍