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Whot!
Whot!
from Wikipedia
Whot
Whot cards (Nigerian version)
OriginEngland
Alternative namesWhot!
Publisher
TypeShedding
Players2+
SkillsHand management
Cards54
Playing timeVaries
ChanceHigh
Related games
Crazy Eights • Uno  • Switch  • Mau-Mau
3-Star Whot card (English version)

Whot! is a fast-paced strategic card game played with a non-standard deck in five suits: circles, crosses, triangles, stars and squares. It is a shedding game similar to Crazy Eights, Uno or Mau-Mau and was one of the first commercial games based on this family.

The game has been adapted into different formats, the most popular of which in Africa is the Nigerian Whot Game, which has been described as Nigeria's national card game.[1][2][3]

Origins

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The game was invented by William Henry Storey[4] a game designer and printer from Southend-on-Sea, England. Storey trademarked Whot in 1935,[5] and it was originally published by the company W.H. Storey & Co. Ltd. of Croydon.[6]

The game was acquired by Waddingtons, a British card game manufacturer, and it was popular in Britain in the 1950s and 1960s, and printed until the 1990s.[citation needed] The name of the game is given an exclamation mark ("Whot!") on later packs. The game is currently distributed by Winning Moves.[7]

Gameplay

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Deck

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A standard Whot deck contains 54 cards from 5 suits: circles, squares, triangles, stars and crosses. These are numbered between 1 and 14 although not all numbers are included for each suit. The remaining 5 cards are special cards called "Whot" cards and designated with the number 20.

Cards included in the deck
Suit Card number
Circles 1 2 3 4 5 7 8 10 11 12 13 14
Triangles 1 2 3 4 5 7 8 10 11 12 13 14
Crosses 1 2 3 5 7 10 11 13 14
Squares 1 2 3 5 7 10 11 13 14
Stars 1 2 3 4 5 7 8
5 "Whot" cards numbered 20

General rules

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To start, a dealer shuffles the deck and deals six cards to each player. The top card from the deck is placed face up to serve as the "call card" (a base on which other cards are played), and what remains of the deck is placed face down between the players as the draw pile.

In turn each player must either play a card onto the call card with the same symbol or number as the call card, play a "Whot" card, or draw the top card from the draw pile. Players do not have to play a card, but if they don't they must still take from draw pile. The special "Whot" card can be played onto any call card, and allows the player to choose which symbol is used for the next player's turn.

The game continues until a player plays their last card, and they are the winner of the round. Play may be extended over multiple rounds by scoring. Once a player has played their last card all other players score points from counting up the value of the cards remaining in their hands. Players may then be eliminated from the game once passing a certain cumulative score, or the winner may be the player with the lowest cumulative score over multiple rounds.[8][9]

Nigerian rules

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Whot card (Nigerian version)

Under Nigerian rules,[10][11] how many cards each player gets at the start is agreed between the players. It is usually three to six cards per player given from the mixed draw-pile called market in a way that no player can see the other's cards. The winner is the first player not to hold any cards. The last is the player whose card values add up to the highest number. In the case of "star-cards", the small number in the star is counted.

Usually every player has 10 seconds to play a card. Other time lengths can be agreed between the players. If a player does not play a card within that time, the player is demanded by the other players to pick a card from the market for waiting too long. Then it is the next player's turn. The players do not use a timer or look at their watches every few seconds, but react when the waiting time feels too long. The time window prevents a player from not playing when the player will probably end up last or when another player is close to winning.

On your turn, you either play a card or you pick a card. When you pick a card, it is the next players turn. Whot! is normally played clockwise (next player is on the left side), but the direction can change as part of a playing rule that the players agreed on. See "2-card" and "5-card" description below.

Card functions

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Star-cards

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A "star-card" has two numbers. A number outside of the star and a number inside the star. (The number inside the star equals two times the number outside). When a "star-card" is played only the number outside of star is relevant. When the value of a "star-card" is counted only the number inside the star is relevant. (Of course a "star-card" can also be played unto any other star-card" that does not force you to pick a card.)

Non-defensible cards

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There are three cards that cannot be defended against:

  • "14-card" (General market): All other players must pick one card each from the market (draw-pile) and the player that played the "14-card" can play again.
  • "1-card" (Hold on – skips all other players): All other players are skipped and the player that played the "1-card" can play again with the same shape or number of the “1-card”
  • "8-card" (Skips the next player): The "8-card" is similar to the "1-card" if there are only two players (left).

Two and five cards

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The 2-card and 5-card have special functions in Nigerian Whot. The 2-card is called "Pick 2", and the 5-card is called "Pick 3".

  • "2-card" (Pick 2) – Defended with a "2-card": The next player must pick two cards from the top of the market (draw-pile) unless the player plays a "2-card" as well.
  • "5-card" (Pick 3) – Defended with a "5-card": The "5-card" is similar to the "2-card". The next player must pick three cards from the top of the market (draw-pile) unless the player plays a "5-card" as well.

If the "2-card" is defended, the third player has to pick four cards from the market unless the third player plays a "2-card" as well. This goes on until a player doesn't play, because the player doesn't have a "2-card" or doesn't want to play it. Then that player must pick two cards for every "2-cards" that was played. For example, if four "2-cards" were played in a row then the player that can't or doesn't want to play a "2-card" has to pick eight more cards from the top of the market (draw-pile). A "5-card" is similar to a "2-card" except that the player that can't or doesn't want to defend against a "5-card", by playing another "5-card", has to pick three cards from the market for every "5-card" that was played in a row.

20-Whot card

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Another special card is the "Whot-card".

  • "Whot-card" (Symbol-change) - Defended with a "Whot-card: You can change the card-symbol of the call-card that another player demanded by playing a "Whot-card" and demanding for a call-card-symbol that you want. For example, to change the call-card from circle to triangle. A player must pick a card from the top of the market if the player doesn't have the symbol demanded by the "Whot-card" player.

Change of direction rule

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Before the game starts the players can agree to allow the option of changing the playing direction e.g. from clockwise to anticlockwise when a "2- or 5-card" is played. This opens the possibility to attack the player on your other side if that player is close to winning. In this case it is said out loud: "Pick two and change direction" or "Pick three and change direction".

Card declarations

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If you play your card X, you must say out loud (To inform the other players):

  • 1-card: say: "Hold on"
  • 2-card: say: "Pick two", (Optional: "Pick two and change direction")
  • 5-card: say: "Pick three", (Optional: "Pick three and change direction")
  • 8-card: say: "Skip or Suspend"
  • 14-card: say: "General market"
  • (Second-to-last card: say: Semi-last card – said only in some game variations)
  • For the Last card: you must say "Last card"
  • when ending with the Last card: say: "Check up"

There are consequences if you fail to say the correct response to your card. They are:

  • If you fail to say "Last card" before the next player has played, you have to pick two more cards from the market (draw-pile).
  • If you fail to say "Check up" in the moment you place your last card on the table and the next player continues playing, then you have to pick two more cards from the market and the game continues.
  • Failing to say "Pick two", "Pick three", "Skip / Suspend" or "General market" does not have consequences but it contributes to the liveliness of the game if they are spoken out loud.

Empty market rules

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When all cards have shifted from the market (draw-pile) into the hands of the players and into the call-card pile, then all cards underneath the call-card are removed leaving only the call-card. The removed cards are shuffled (mixed). Now the shuffled pile is placed face down onto the table to be used as the new market. If there are many players, (four or more), it is advisable to mix two Whot-card decks into one and so doubling the amount of cards. Then the players will not run out of market-cards (draw-pile cards) too quickly.

Strategy

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Strategically, it is inadvisable to play a "2-card" if you think that all other players have "2-cards" as well and you can't defend yourself with another "2-card". If that were the case, you would have to pick two cards from the market for every "2-card" that was played in a row. Equally for the "5- (Pick three) card". This would be a disadvantage for you because you can only win if you are the first to get rid of all your cards. It is generally advisable to keep your "2- and 5-cards" to be able to defend. Especially if the other players hold a lot of cards and therefore probably have "2- and 5-cards" themselves. It is generally advisable to play your "2- and 5-cards" if the other players hold a small amount of cards, to prevent them from winning. If you pay attention to how many "2- and 5-cards" have been played you can estimate the risk of playing your own "2- or 5-card".

If a player has very few cards left, (one or two cards), then it's advisable to use a "Whot-card" and demand for a symbol that the player probably doesn't have, to prevent the player from winning. Otherwise demand for a symbol of which you have the most cards, so you can get rid of them. It is often helpful to demand a symbol of which you have "14-cards", "1-cards" or "8-cards", so you can play twice or more times in a row or skip the next player. A "Whot-card" can be played onto any other card that doesn't force you to pick cards from the market (draw-pile). So if your last card is a "Whot-card" it is easier for you to win.

It is advisable to play the cards with the highest values first. Because the smaller the added up values of your cards are, the more likely you will not be the last when the game ends.

It often happens that players with a lot of cards can get rid of them quickly and players that were close to winning end up with a lot of cards a few turns later. This is because the player with a lot of cards normally has many attacking cards and gets more chances of playing them, while the player with few cards is less likely to be able to defend and is less likely to have a card that can be played onto the call-card.[12][13][14]

DOUBLE DECKING

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If There are multiple players involved (two or more), it is advisable to play a combination of two or more Whot-cards of similarity, such that the call-card shares number with the first card played then other cards can now be played. This is the 'Double decking' rule. It is a strategy used by players to reduce the number of cards held by the player. This is done by playing different cards of the same number after each other. Note: The call-card must rhyme with the first card played when double decking, and that there must be a Pre-game agreement between the players. The main essence of double decking is to provide opportunity for a change in the shape of the call-card of a particular shape. Example; Two players are playing, and the call-card is '4 circle'. If the player does not have a circle', but the player has a '4 triangle' and '4 star', and other 'star-cards', in order to change it to the player's favor, the player would play the'4-triangle' card then the '4-star' card would be played immediately after this.

Although (before the game starts), the players may agree amongst themselves if the  double decking would be done by playing different cards of the same number or playing different cards of the same shape played successively (just for the fun of it).
  • Please note that double decking is meant to give room for a change in shape by playing different card of the same number ( of which the first card is played to match with the call card, and the other double decked cards are played in an arrangement to fit the most favorable shape the player has).

Examples

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Example one

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Nigerian playing rules (example one)

In example one, "4-circle" is the call-card. The player can play either "11-circle", "8-circle", "4-star" or the "20-Whot-card" by laying it on "4-circle". If "8-circle" is played the player on the left side (in clockwise play) is skipped (left out) and it's the next players turn. If the "Whot-card" is played the player can choose the symbol that the next player must play.

Example two

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Nigerian playing rules (example two)

In example two, "3-cross" is the call-card. The player can play "14-cross", (by laying it on "3-cross"), forcing all other players to pick one card each from the market (draw-pile) and skip their turns, but the "14-cross"-player can not follow up by either playing another 14-card or a cross-card and therefore has to pick a card from the market as well.

Online versions

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These are Nigerian versions of Whot that are playable online:

English rules

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Whot card (English version)

Under English rules, each player gets six cards at the start, given from the mixed draw-pile in a way that no player can see the other's cards. The winner is the first player that doesn't hold any cards whereas players whose card values add up to 100 or more must leave the game and the next round continues without them.

On your turn, you either play a card or you pick a card. When you pick a card, it is the next players turn. The playing direction at the start is clockwise, (next player is on the left side), but a change of direction can be demanded when a "20-Whot card" is played.

Card functions

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Star cards

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A "star-card" has two numbers. A number outside of the star and a number inside the star. (The number inside the star equals two times the number outside). When a "star-card" is played only the number outside of star is relevant. When the value of a "star-card" is counted only the number inside the star is relevant. (Of course a "star-card" can also be played unto any other "star-card).

This is different when you are playing "Knock-out Whot" (See description at topic: Strategy).

Straights

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If you have cards in ascending or descending order you can play them in a row by skipping (leaving out) all the other players. This is called a straight. Any card (except the "Whot-card"), that can be played onto the call-card, can be the first card of the straight.

It can be agreed between the players if a straight should only be allowed for cards with the same symbol or if the symbol doesn't matter.

  • Example one: Play cards: 2,3,4,5 in a row while skipping all other players.
  • Example two: Play cards: 13,12,11 in a row while skipping all other players.

Whot card

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The "Whot-card" has three functions that can be defended by playing another "Whot-card".

  • Symbol-change: You can change the card-symbol of the call-card that another player demanded by playing a "Whot-card" and demanding for a call-card-symbol that you want. For example, to change the call-card from circle to triangle. A player must pick a card from the top of the draw-pile if the player doesn't have the symbol demanded by the "Whot-card" player.
  • Direction-change: The "Whot-card" player can demand a change of the playing direction e.g. from clockwise to anticlockwise. This opens the possibility to demand for a symbol that the player on your other side probably doesn't have, if that player is close to winning.
  • Skip the next player: The "Whot-card" player can demand that the next player is skipped (left out). If there are only two players (left) then the "Whot-card" player can play a second time in a row.

Empty draw-pile rules

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When all cards have shifted from the draw-pile into the hands of the players and into the call-card pile, then all cards underneath the call-card are removed leaving only the call-card. The removed cards are shuffled (mixed). Now the shuffled pile is placed face down onto the table to be used as the new draw-pile. If there are many players, (four or more), it is advisable to mix two Whot-card decks into one and so doubling the amount of cards. Then the players will not run out of draw-pile cards too quickly.

Strategy

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Strategically, it is advisable to keep cards that could help you create a straight (cards in ascending or descending order), so you can play multiple times in a row and skip the other players.

If a player has very few cards left, (one or two cards), then it's advisable to use a "Whot-card" and demand for a symbol that the player probably doesn't have, to prevent the player from winning. Otherwise demand for a symbol of which you have the most cards, so you can get rid of them. It is often helpful to demand a symbol that is the first card of a straight. A "Whot-card" can be played onto any other card. So if your last card is a "Whot-card" it is easier for you to win.

It is advisable to play the cards with the highest values first. Because the smaller the added up values of your cards are, the more likely you will not be the last when the game ends.[citation needed]

Knock-out Whot

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This is the name of a Whot variation where it is advisable to get rid of your "star cards" as soon as possible. You can play your "star card" if the call-card shows a star or any of the numbers on your star card. (Either the number outside the star, or the number inside the star). Just like in regular Whot variations, the "star cards" count double, but the difference is the way the added up value of your cards are counted, when the game ends.

If you have one "star card" left among the cards that you hold, then the entire added up value of all your cards is doubled.

If you have two or more "star cards" left among the cards that you hold, then the entire added up value of all your cards is taken times four.[9]

Variations

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In later versions of the game, playing a "Whot" card also allows the player to choose to reverse the direction of play, or force the next player to miss a turn.

Players might also be allowed to play multiple cards in a single turn when completing a "straight" (a run of cards of the same shape).

The impact of star cards on scoring and gameplay can also be modified. Players double their entire score for each star card remaining in their hand at the end of play, but are also able to play star cards using either the number in the top left or the doubled number written in the star.

Other cards might also be assigned special features. In one variant these special features include:

Card number Name Function
1 Hold On Every player other than the one who played the card loses a turn and the card player plays again
2 Pick Two The next player draws two cards from the deck and loses their turn
3 Suspension When played, the next player loses their turn
14 General Market Every other player draws a card from the deck and loses a turn

In another variant these special features include:

Card number Name Function
1 Hold On Every player other than the one who played the card loses a turn and the card player plays again
4 General Market Every other player draws a card from the deck and loses a turn
7 Pick Two The next player draws two cards from the deck and loses their turn
8 Suspension When played, the next player loses their turn

Some variants of the game include:

Card number Name Function
5 Pick Three The next player draws three cards from the deck and loses their turn

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Whot! is a fast-paced shedding for two or more players, invented in in 1935 and played with a specialized deck of 53 or 54 cards divided into five suits—circles, triangles, crosses, squares, and stars—plus special wild "Whot" cards numbered 20. The game was created by William Henry Storey of and first marketed in the 1930s by his company, W. H. Storey & Co. of , as an indoor pastime for family and friends. It gained broader popularity after being acquired by John Waddington Ltd. of in the 1950s, where it was promoted with the subtitle "A game for everyone" and remained in production through the 1990s. As of 2025, the game is distributed by Winning Moves and has become especially prominent in , where it is considered a national with localized rule variations and popular digital adaptations. In standard play, each player receives six cards, and the objective is to be the first to discard all cards by matching the or number of the top card on the discard pile, or by playing a Whot card to designate any suit. Unable to play, a player draws from the stock until able to match. Scoring involves penalty points based on remaining cards' values (stars count double, Whot cards as 20), with the game typically ending when one player reaches 100 or more points. Nigerian variants introduce action cards, such as "Hold On" (1s allow the player to play again), "Pick Two" (2s force the next player to draw two), "Suspension" (8s cause the next player to skip their turn), and "General Market" (14s require all other players to draw one card), adding and excitement.

Overview

Description and Objective

Whot! is a shedding-type belonging to the family, played with a non-standard deck featuring unique suits and symbols rather than traditional ranks and suits, distinguishing it from games like Uno while sharing the core mechanic of matching cards to discard one's hand. The game emphasizes strategic play through matching either the suit symbol or the numerical value of the top card on the discard pile, with special cards adding layers of disruption and flexibility. The primary objective is for a player to be the first to empty their hand, winning the round without incurring penalty points that round, while opponents add the values of their remaining cards to their penalty totals. Numeric cards count for their face value, Whot! cards are valued at 20 points each, and star cards count double their face value. Games consist of multiple rounds played until players reach a target total of 100 penalty points and are eliminated, with the last remaining player winning, though some groups use 50 points. Whot! accommodates 2 to 6 players, though it plays best with 3 to 5 for balanced interaction and pacing.

Basic Mechanics

Whot! is played in turns, with the dealer selected randomly among the players. The player to the dealer's left begins by playing any card from their hand face up to form the initial discard pile, also known as the market. Subsequent players must play a card that matches either the symbol or the numerical rank of the top card on the discard pile. The deck consists of five suits—circles, crosses, stars, triangles, and squares—each with cards numbered from 1 to 14 (with varying counts per suit), plus Whot cards numbered 20, though full details on composition are covered elsewhere. If a player cannot play a matching card, they draw one card from the draw pile; no play is allowed that turn, and the turn passes clockwise. If the draw pile is exhausted, it is reshuffled from the discard pile (excluding the top card). The Whot card, numbered 20, functions as a wild card. When played, the player declares any suit symbol of their choice, which becomes the requirement for the next player's turn. This allows strategic flexibility in directing the game's flow. A round concludes when one player empties their hand by playing their final card, winning that round. Opponents then tally the numerical values of their remaining cards—Whot cards count as 20 points, while star-suited cards count double their —adding these penalties to their total scores. Play continues over multiple rounds until players reach 100 penalty points and are eliminated, leaving one winner.

Deck Composition

Suits and Symbols

The Whot! deck features five distinct suits, each identified by a unique geometric symbol: circle, , , square, and . These symbols are printed prominently on the cards, serving as the visual markers for suit identification and gameplay matching. In gameplay, the primary method of matching involves playing a card that shares the same symbol (suit) as the top card on the discard pile, or by number. This symbol-based matching forms the core structural element of the game, allowing for strategic suit changes via special cards like the wild Whot, which is suit-agnostic and permits the player to designate the next required suit. In Nigerian variants, the suits carry local colloquial names that reflect everyday cultural associations: circle as "ball," triangle as "angle," cross as "cross," square as "carpet," and star as "star." These names enhance accessibility and familiarity among players in the region where the game gained prominence. Suits themselves do not carry inherent numerical values, except in end-game scoring where star-suited cards count double their face value, while the other suits (circle, triangle, cross, and square) score at face value.

Card Ranks and Special Cards

The Whot! deck consists of 54 cards in its standard Nigerian version, divided into five suits—circles, triangles, crosses, squares, and stars—along with five special Whot cards. The suits feature unequal distributions of numbered cards, with ranks deliberately omitting 6 and 9 across all suits to shape gameplay dynamics. This results in 49 numbered cards total, as detailed below.
SuitNumber of CardsRanks
Circles121, 2, 3, 4, 5, 7, 8, 10, 11, 12, 13, 14
Triangles121, 2, 3, 4, 5, 7, 8, 10, 11, 12, 13, 14
Crosses91, 2, 3, 5, 7, 10, 11, 13, 14
Squares91, 2, 3, 5, 7, 10, 11, 13, 14
Stars71, 2, 3, 4, 5, 7, 8
The five Whot cards, each marked with the number 20, include one colored to match each plus one additional uncolored card. These serve as the game's only universal special cards, functioning as wilds that can be played at any time irrespective of the preceding card's or rank. When played, the player declares the suit for the next turn, compelling opponents to match that or play another valid card. In scoring, remaining cards in opponents' hands at round's end count as penalty points: standard numbered cards (circles, triangles, crosses, squares) at their , Whot cards at 20 points each, and star cards at double their to emphasize their strategic weight.

History

Invention and Early Development

Whot! was invented in 1935 by William Henry Storey, a game designer and printer based in , . Storey drew inspiration from shedding-type card games such as , creating one of the early commercialized variants in this genre to provide an engaging indoor activity for families gathered by the fireside. Storey, who had established W.H. Storey & Co. Ltd. in in 1930, began producing and marketing the game in 1935, filing a for "Whot" but opting not to pursue a . The initial design featured a 54-card deck organized into five geometric suits—circles, crosses, triangles, stars, and squares—along with special "Whot" cards, emphasizing simple matching mechanics suitable for all ages. Early versions of the game were sometimes referred to simply as "Whot" without the exclamation mark, reflecting its straightforward, family-oriented appeal.

Commercial History and Popularity

Whot! was first marketed in the 1930s by W. H. & Co. of , , following its invention and trademarking in 1935 by William Henry Storey. The game was acquired by Waddingtons of in the late 1930s, marking a shift in production and distribution under the British manufacturer. During the 1950s and 1960s, Whot! reached its peak popularity in Britain as a matching , with Waddingtons continuing sales through the 1990s. Production ceased under Waddingtons after their acquisition by in 1994, but the game was revived and is now distributed by Winning Moves UK as part of their Top Cards series. The game's introduction to occurred through British colonial influences in the mid-, where it quickly gained traction post-independence in 1960 and evolved into a localized variant. By the late , Whot! had become Nigeria's national card game, with local production of decks adapting the original design to suit regional preferences, such as renaming suits to "ball, angle, cross, carpet, and star." Its widespread adoption reflects a blend of imported and cultural adaptation, making it a staple in everyday play across the country. In and broader African contexts, Whot! holds significant cultural value as a tool for social bonding and strategic interaction, commonly featured at community events like weddings, university hostels, and informal street gatherings. The game's emphasis on quick decision-making and adaptability mirrors communal values of and cleverness, fostering connections in diverse social settings. Outside the UK and Nigeria, Whot! remains a niche product with limited global reach, though as of 2025, its availability persists through imported physical decks and digital apps offering virtual play.

Core Rules

Setup and Dealing

Whot! is typically played by 2 or more players, who are seated in a circle around a table to facilitate play. The dealer for the first hand is determined by having each player draw a card from the shuffled deck, with the player drawing the lowest-ranking card (where the Whot card counts as 20) becoming the dealer; alternatively, the dealer can be selected randomly by mutual agreement among the players. The dealer thoroughly shuffles the standard 54-card Whot deck and deals 6 cards to each player, distributing them one at a time in a direction starting with the player to the dealer's left. The remaining undealt cards are placed face down in the center of the table to form the draw pile, from which players will draw if unable to play a matching card on their turn. To initiate gameplay, the player to the dealer's left begins by playing any card from their hand face up in to start the discard pile. Play then proceeds around the circle, with each player required to match the (shape) or rank (number) of the top card on the discard pile.

Playing a Turn

On a player's turn in Whot!, the active player must play a card from their hand that matches either the (symbol) or the number (rank) of the top card on the central discard pile. If the player holds a matching card, they are required to play it, with no option to pass without drawing. A Whot card may be played at any time during the turn, regardless of the top card's suit or number, and the player verbally declares the suit that the next player must follow. If the player has no matching card or Whot card in hand, they draw one card from the face-down draw pile. Regardless of whether the drawn card matches, their turn ends and passes clockwise to the next player. This mechanic ensures players actively work toward emptying their hands while preventing indefinite passes.

Nigerian Variant

Special Card Functions

In the Nigerian variant of Whot!, several numbered cards possess special functions that disrupt normal gameplay, allowing players to impose penalties on opponents or maintain control of their turn. These effects are unique to this regional adaptation and add strategic depth by enabling chaining of penalties when multiple identical cards are played in sequence. The 1 card, known as "Hold On," permits the player who plays it to immediately take another turn, allowing them to play any matching card from their hand without passing play to the next player. This function effectively skips the intervening turns and can be particularly advantageous for rapidly discarding multiple cards. In some playgroups, it may also cause the next player to miss their turn entirely, though the core effect is to retain play control. The 2 card, or "Pick Two," forces the next player to draw two cards from the draw pile unless they can play another 2 to pass the penalty onward. If multiple 2s are played consecutively—such as two in a row—the affected player must draw an additional two cards for each, resulting in four cards total, which escalates the disruption significantly. This chaining mechanic encourages players to hold onto 2s defensively until needed. Similarly, the 5 card, termed "Pick Three," requires the subsequent player to draw three cards or counter by playing their own 5, shifting the penalty to the following player. Consecutive 5s multiply the draw requirement, with two 5s compelling six cards to be drawn, making it a high-impact tool for hindering opponents with large hands. These draw penalties must be resolved before the affected player can participate further. The 8 card functions as "Suspension," causing the next player to skip their entire turn, effectively bypassing them in the sequence. When a Star 8—distinguished by its starred symbol—is played, it extends this effect to skip two consecutive players, amplifying its disruptive potential in larger groups. Following a suspension, the next playable card must still match the suit or number of the 8 to maintain gameplay continuity. The 14 card, called "General Market," imposes a communal penalty where every other player at the table draws one card from the draw pile, excluding the player who played the 14. This broad effect can quickly inflate opponents' hands and is often used strategically to slow down multiple rivals simultaneously, though it does not alter turn order directly.

Declarations and Penalties

In the Nigerian variant of , players must make explicit verbal declarations to signal the reduction of their hand size, promoting transparency and preventing disputes over game endings. When a player's hand is reduced to two cards after playing, they are required to announce "semi-last card" to alert the other players. Once the hand reaches one card, the player must declare "last card" upon playing that penultimate card. These announcements are mandatory procedural steps that allow opponents to monitor the game's progress closely. Omitting either the "semi-last card" or "last card" declaration incurs a penalty: the offending player draws two cards from the stock pile, adding to their hand and potentially prolonging their participation in the round. This enforcement maintains the of the announcements without affecting the overall , where penalty points are solely based on the numerical values of cards remaining in players' hands at the end of the round. In certain traditional play styles within the Nigerian variant, particularly when the final card played is the 1, the player may follow the "last card" declaration with "check up" (sometimes preceded by "hold on") to affirm the completion of their hand and claim the round's victory. This additional call serves as a final verification, but like the other declarations, it carries no direct impact on scoring and is enforced through the same penalty mechanism if neglected.

Empty Pile Rules and Strategy

In the Nigerian variant of Whot!, the draw pile, referred to as the market, is depleted when a player needs to draw a card but none remain. In this case, all cards from the discard pile except the top card are gathered, shuffled thoroughly, and placed face down to reform the market, allowing play to continue without interruption. If a player is unable to match the top discard card after the market has been reshuffled and draws a card from the new market, their turn ends immediately without the option to play, effectively passing to the next player; no additional draws are permitted on that turn. This rule prevents prolonged stalls while maintaining the game's flow, as drawing always concludes the turn regardless of the card's playability. Strategic play in the Nigerian variant emphasizes timing and observation to maximize disruptions and control the pace. Players should reserve disruptive special cards—such as the 2 (pick 2), 5 (pick 3), 8 (suspension), and 14 (general market)—until opponents hold only a few cards left, forcing them to draw and delaying their ability to empty their hand. Tracking the suits (circles, crosses, stars, triangles, squares) played throughout the game is crucial, as it allows players to anticipate opponents' options and call suits via the Whot card that limit playable matches, compelling more draws from the market. The 1 card enables chaining multiple plays in a single turn by allowing the same player to continue after matching, which skilled players use to rapidly shed cards or set up further disruptions. Integrating declarations, such as announcing the next required with a Whot card, adds psychological pressure, as it forces opponents to adapt quickly or risk drawing penalties on their turn. In cases of double decking, where consecutive identical special cards are played—such as two 2s or multiple 5s—the effects accumulate multiplicatively; for example, two consecutive 2s require the next player to four cards instead of two, amplifying the disruption and potentially shifting decisively. This rewards aggressive sequencing but requires careful hand to avoid leaving oneself vulnerable.

Examples of Play

In the Nigerian variant of Whot!, often involves special cards to impose penalties on opponents, as illustrated by the following sequences. These examples demonstrate how the stacking of "2" cards (Pick Two) escalates draws, the disruptive effect of "8" cards (Suspension), and the combination of "14" (General Market) with "1" (Hold On) for continued play, all while incorporating required declarations to avoid penalties. Example 1: Stacking "2" Cards (Pick Two Mechanic)
Consider a four-player (Players A, B, C, D) proceeding , with the top card on the discard pile being a Cross 2. Player A plays a Circle 2 to match the number, initiating the Pick Two effect and forcing Player B to either play another 2 or draw two cards from the draw pile. Player B plays a Star 2, stacking the penalty so now Player C must draw four cards unless they play a 2. Player C has no 2 and draws four cards, passing the turn to Player D. Player D then plays a Star 3 to match the suit of the last 2 played. No declarations occur in this sequence, but if Player C had only two cards left before drawing, they would have needed to declare "semi-last card" prior to their turn, or face a two-card penalty.
Example 2: "8" Card Suspension
In another sequence with Players A, B, C, and D, the discard pile tops with a Triangle 8. Player A plays a Star 8 to match the number 8, suspending Players B and C's turns—play passes directly to Player D. Player D plays a Star 10 to match the suit. If instead Player A had played a 8 (which also matches by number), only Player B would miss their turn, passing to Player C. This double skip heightens the disruption without reversing direction, maintaining play. Should Player A have one card left after playing the 8, they must declare "last card" immediately, or draw two penalty cards at the start of their next turn.
Example 3: "14" Followed by "1" (General Market and Hold On)
With the discard pile showing 14, Player A plays 14 (General Market) to match the number, forcing all other players (B, C, D) to each draw one card from the draw pile immediately, regardless of what they hold. Play then passes to Player B, who cannot match the 14 (neither cross suit nor 14 number in hand) and draws one card from the but still cannot play it, ending their turn. However, suppose in a different sequence Player A, after playing a different card to reach the 14, follows up on a later turn. To illustrate chaining with 1: If the top card allows, Player A plays 1 (Hold On) when they have three cards left, declaring nothing yet, retains the turn, and plays another matching card, such as 4, before passing. Declarations are key here—if Player A reaches two cards after the 14, they declare "semi-last card" to avoid drawing two extras.
Example 4: Declaration Penalty in a Mixed Sequence
Finally, in a sequence blending elements, Players A, B, C turn with the pile at 6. Player A, down to two cards but forgetting to declare "semi-last card" at the start of their turn, plays a 2 anyway—forcing Player B to draw two or play a 2. Player B draws two (no 2 available) and passes. Before Player C's turn, Player A's undeclared status triggers a penalty: they draw two additional cards at the end of the round or next opportunity. Player C then plays a 8, suspending Player A's next turn (now with four cards). This highlights how overlooked declarations compound with special card effects, often leading to larger hands.

English Variant

Card Functions and Differences

In the traditional English variant of Whot!, numbered cards have no special effects and are played solely by matching the suit or number of the top card on the discard pile. This simplicity emphasizes a pure shedding mechanic, where players aim to discard all their cards without interruptions from penalties or skips, unlike the Nigerian variant's disruptive actions for cards such as 1 (Hold On), 2 (Pick Two), 5 (Pick Three), 8 (Suspension), and 14 (General Market). However, modern editions distributed in the UK by Winning Moves incorporate special action cards that allow changing the direction of play, skipping a player, or causing a miss turn, adding elements similar to the Nigerian variant. The Whot card functions as a wild card, allowing the player to declare any suit for the next turn's call, but it carries no numerical value during play—its 20-point value applies only to end-of-round scoring. British editions post-1990 typically use a 53-card deck with four Whot cards, a reduction from earlier 54-card packs that included five, to streamline gameplay. Overall, these mechanics prioritize straightforward matching over strategic disruptions, fostering a faster-paced game focused on efficient hand reduction.

Empty Draw Pile Rules

In the English variant of Whot!, when the draw pile becomes depleted during play, the entire play pile—serving as the discard area—is gathered except for its topmost card, which remains exposed to dictate the ongoing matching requirement. These remaining cards are then thoroughly shuffled to reform a new face-down draw pile, allowing the game to proceed without interruption. This reshuffle procedure ensures continuity in turns, where a player unable to match the top card of the play pile would draw from the newly formed pile as per standard rules. If, after drawing a single card, the player still cannot play (which may occur if the reshuffled pile yields an unmatchable card), they simply end their turn without further drawing or penalty, passing to the next player. Unlike some regional adaptations, the English variant employs a straightforward reshuffle without excluding additional elements or imposing strategic pauses, maintaining a consistent use of "draw pile" and "play pile" terminology throughout.

Strategy and Knock-out Variation

In the English variant of Whot!, effective strategy revolves around hand management and anticipating opponents' moves, as the traditional game lacks disruptive mechanics found in other versions or modern editions. Players should prioritize matching over numbers when possible, since suit matches allow greater flexibility in subsequent plays and reduce the likelihood of being forced to draw from the pile. This approach helps maintain control of the discard pile's suit sequence, enabling players to offload multiple cards in quick succession without interruption. Additionally, conserving Whot! cards— that permit the player to designate any suit—is crucial; these should be saved for pivotal turns when a suit change can unblock a stalled hand or force opponents into draws. Tracking opponents' discards is essential, as it reveals likely holdings and helps predict when to pressure others. Overall, the absence of attacks or penalties for mismatches emphasizes proactive play: focus on shedding high-value cards early to minimize end-game scoring risks, while monitoring the draw pile to avoid depletion surprises. The knock-out variation introduces an elimination scoring system to heighten competition, particularly in multi-round . At the end of each round, when one player empties their hand, opponents tally penalty points based on the face values of their remaining cards—standard suits count at , star-suited cards double, and Whot! cards are worth 20 points each. Players accumulating 100 or more points across rounds are eliminated, with the last player under the threshold declared the winner; this encourages aggressive play to avoid point buildup. For shorter sessions, a single-round knock-out option simplifies the mode by forgoing cumulative scoring altogether: the first player to discard all cards wins immediately, rewarding quick hand management over long-term point control. This adaptation suits casual play while retaining the core tactical elements of suit prioritization and strategic Whot! deployment.

Variations and Adaptations

Double Decking and Short Game

The short game variant simplifies Whot! into a single-deal format, eliminating cumulative scoring in favor of an outright win for the first player to empty their hand, making it ideal for quick sessions or bigger gatherings. Typically, 6 cards are dealt to each player, and play proceeds under standard rules until one player discards all cards, at which point the game ends immediately without further rounds or point tallying. This abbreviated style is adaptable across both Nigerian and English variants, though it pairs especially well with the English version's simpler mechanics for faster resolution.

Other Regional Variations

In the 1970s and , the Nigerian version of Whot! employed a simplified ruleset compared to modern iterations, with special functions limited to just two cards. The 1, termed "Hold On," permitted the player to take another turn immediately after playing it, while the 4, known as "Pick Two," required the next player to draw two cards from the draw pile and forfeit their turn. Cards such as 2s, 5s, 8s, and 14s lacked any special effects, emphasizing basic matching of suits or numbers. This earlier form used a 54-card deck, with scoring based on the numerical value of remaining cards in opponents' hands at the end of a round—stars counting double and Whot! cards valued at 20 points each. The game has spread widely across , including to other African countries, where it retains core elements of the Nigerian style, such as special card effects and penalty scoring, though local preferences may adjust target scores or hand sizes for play. In , for instance, Whot! is a staple for social gatherings, often using the standard 54-card deck and similar mechanics to foster quick, strategic shedding. Prior to the 1990s, the British version of Whot!—originating from its invention—featured no special effects on numbered cards beyond suit or number matching, distinguishing it from later African adaptations. Players discarded cards by aligning the symbol (circle, cross, triangle, square, or star) or rank with the top discard, or used a Whot! card to designate the next required . The deck comprised 54 cards initially, later trimmed to 53 by removing one Whot! card around 1990, with scoring unchanged: face values for most cards, doubles for stars, and 20 for Whot!. Some playgroups incorporated optional straights, allowing sequences of three or more consecutive numbers in the same suit as valid plays, though this was not standard in early editions. Common house rules in various regions enhance replayability without altering core mechanics.

Digital and Versions

Whot! has seen significant adaptation into digital formats, particularly through mobile applications that cater to its in . Popular apps include Whot , available on with a 4.6 rating from over 9,000 reviews and on the with a 4.5 rating from nearly 1,800 reviews, offering multiplayer play, offline modes against AI, and support for up to four players. Another prominent app is Play Whot, accessible on both and Android platforms with a 4.3 rating on , focusing on Nigerian rules and allowing up to 10 players in cross-platform games. Naija Whot, updated in October 2025, provides AI opponents for single-player practice and multiplayer options, boasting a 4.4 rating on from over 21,000 reviews and a 4.5 rating on the . These digital versions incorporate features such as automated scoring to track points accurately, built-in tutorials for new players, and organized tournaments with leaderboards to foster competition. They support both Nigerian and English rule variants, enabling customization for different regional preferences. In 2025, updates to apps like Play Whot and Naija Whot introduced enhanced cross-platform compatibility between , Android, and web browsers, improving accessibility for diverse users. Online platforms extend Whot! to web browsers, with sites like PlayWhot.com allowing direct browser-based play that integrates seamlessly with for real-time multiplayer sessions. iWhot, primarily a but with social extensions, includes chat integration for in-game communication and voice calls, enhancing the social experience during matches. Digitally, Whot! boosts across , where the gaming sector added 32 million new gamers in 2024 alone, with Whot apps contributing to this surge in social and casual gaming, particularly in where they rank among top card games on . These adaptations play a key role in preserving and modernizing the game's cultural significance in social gatherings and family entertainment. Key differences from physical play include automatic rule enforcement to prevent errors, elimination of manual shuffling through digital randomization, and occasional additions like power-ups or betting features in apps such as iWhot to add strategic depth.

References

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