Last updated: August 19, 2026
Play Palace, the shedding game with hand cards, visible table cards, and blind final cards. Reset with a two, burn with a ten, and go out first.
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Palace, also known at many tables as Karma or by a ruder traditional name, gives each player three layers to shed: hand cards, visible table cards, then blind cards. Its exact origin remains uncertain, and published accounts describe many local rules. This browser version states its choices plainly: play equal or higher, a 2 resets the pile, and a 10 burns it. The changing pile asks you to manage rank, timing, and uncertainty at once. Save a reliable escape, prepare your face-up layer, and try to clear all nine starting cards before the CPU.
The top card is a king. Your hand contains a 2, six, and nine. The ordinary cards fail, while the 2 plays on anything. Use it to reset the threshold. The CPU may now lead low, and your six and nine regain useful paths instead of joining a large picked-up pile.
The stock is empty, and your final hand card is a 10. Your face-up row holds a four, jack, and queen. Play the 10 to burn the center. Although the CPU moves next here, the cleared pile improves the chance that your low four will become legal when your face-up turn arrives.
You have cleared your hand and visible row. The pile shows a queen, and you select a face-down five. It fails the equal-or-higher rule. The five and every card in the center move into your hand, and you must shed that hand before returning to the remaining blind cards. The setback follows the stated risk.
Play Palace free against the CPU with every layer displayed clearly. The browser handles refills, pickups, reset cards, burns, and blind-card failures, so you can focus on timing. Its fixed rules use 2 as a reset and 10 as a burn, with one card played per turn. Try to carry a special card into the moment your hand gives way to face-up cards.
A 2 can cover any card and resets the threshold, allowing any ordinary rank next.
A 10 can cover any card and burns the center pile. The CPU then takes its turn on a clear pile.
You take the failed card and the entire center pile into your hand, which becomes your active layer again.
No. This browser version accepts one card per turn, though group variants often permit equal-rank sets.
Winning Palace requires a route through all three layers. Climb slowly, keep a 2 or 10 available for danger, and prepare the pile before exposing your face-up cards. Blind cards will still produce surprises, but a clear pile limits their cost. Start a free browser match, learn the fixed house rules, and compare your plan with the CPU's changing card count.
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