The goal
The goal is to go out: to have your whole hand arranged in melds, which are sets and runs. In Pife, the first player to go out wins. In Cacheta, going out costs everyone else lives, and the last player with lives left wins.
Players and deck
The game uses two standard 52-card decks shuffled together, jokers removed: 104 cards in all. Every player plays for themselves. Under the card maker's rules, Cacheta is for 2 to 5 players and Pif Paf for 3 to 8, though many people also play Pif Paf one-on-one.
The deal
- Each player gets 9 cards, face down.
- The rest of the cards go face down in the middle of the table as the draw pile.
- Discarded cards go face up on the discard pile, next to the draw pile.
- The player to the dealer's right goes first, play moves to the right (counterclockwise) and the deal passes one seat each round.
Melds: sets and runs
- Set
- Three cards of the same rank in different suits, or four, one of each suit. For example: the 7 of hearts, the 7 of spades and the 7 of clubs.
- Run
- Three or more cards in a row in the same suit. For example: the 4, 5 and 6 of diamonds.
In a run, the ace can go below the 2 (ace, 2, 3) or above the king (queen, king, ace), but it can't wrap around: king, ace, 2 isn't a run.
Your turn
- On your turn, draw one card: the top card of the draw pile or the top card of the discard pile.
- Then discard one card from your hand onto the discard pile, so you're back to 9 cards.
- At many tables, if you take the top discard, you have to use it: you can't discard it on the same turn.
Going out
You go out when, after drawing, you have 9 cards in melds and discard the tenth. You lay down your hand, and the round ends. In Cacheta, you can also go out with all 10 cards in melds and no discard. That's called going out with 10, and it's worth more.
Pife: going out on a discard
Pife has no wild cards. Under the card maker's rules, any player can go out using the card another player has just discarded, even when it isn't their turn; Brazilians call this going out with the louca. The first player to go out wins the round.
A player who lays down a hand that doesn't actually go out has made a false claim, called a rebate. The most common penalty: they pick the cards back up, stay in the game and, from then on, can only go out on a card drawn from the draw pile. Many tables agree on a different penalty beforehand, or none at all.
Cacheta: the turn-up card and the wild card
In Cacheta, after the deal, the top card of the draw pile is turned face up: it's the turn-up card, called the vira. The wild card is the next rank up in the same suit: if the turn-up is the 6 of hearts, the 7 of hearts is wild; if it's a king, the ace of that suit is. Since there are two decks, there are two wild cards. That's what the card maker's rules page says. An article on the same maker's blog says the next rank up in either suit of the turn-up's color instead, which would make four wild cards.
A wild card can stand in for any card missing from a meld, one wild card per meld. It can also be used as itself. Under the most common rules, a wild card taken from the discard pile counts only as a regular card.
Cacheta: calling one away
In Cacheta, a player who is one card away from going out can announce it, which Brazilians call na boa. From then on, if that card lands on the discard pile, they cut the line: they take it out of turn and go out on the spot. A player who cuts the line and can't use the card is penalized: they can't cut the line again and can only go out on their own turn.
Lives in Cacheta
Each player starts with an agreed number of lives, usually 7 or 10. The player who goes out takes 1 life from each opponent, or 2 for going out with 10. A player with no lives left is eliminated, and the last player with lives left wins.
When the draw pile runs out
If the draw pile runs out before anyone goes out, at most tables the discard pile, except for the top card, is shuffled into a new draw pile, as many times as needed; at others, it's turned over without shuffling. The round only ends when someone goes out.
Variations
- Repeated suits in a set: the card maker's rules page calls for all-different suits, but an article on its blog lets a set grow with an extra card in one of the suits it already has, since there are two decks. Some tables play that way.
- Same-color wild cards: some tables, as an article on the maker's blog describes, make the next rank up wild in both suits of the turn-up's color, so there are four wild cards.
- Playing for chips: many Pif Paf tables play for chips, at stakes agreed beforehand.
- Taking the discard: at some tables, you can only take the top discard to go out.
Tips for beginners
- Watch the discard pile: the cards other players throw away and pick up show which melds they're building.
- Prefer two cards in a row in the same suit, like the 5 and 6 of diamonds, to cards with a gap, like the 5 and 7: the first pair is completed by a 4 or a 7, the second only by a 6.
- In Cacheta, save your wild card for the meld that's hardest to finish.
- Take a discard only when it completes or extends a meld: everyone sees what you picked up and learns what you're building.
On Selminha.com
The rules in Pife or Cacheta on Selminha.com
Pife or Cacheta on the site is played by invitation: the host sends the link, and the first three people to open it can take a seat. Anyone who arrives once the seats are taken or the game has started can watch.
- Rules
- The host chooses: Pife, with no wild cards, where the first player to go out wins the game; or Cacheta, with a turn-up card, a wild card, ONE AWAY and 7 or 10 lives.
- Players and cards
- Two to four at the table, every player for themselves, with two 52-card decks and no jokers. Each player gets 9 cards. The host deals the first round, and the player to the dealer's right goes first. Play goes to the right, and in Cacheta the deal passes one seat to the right each new round.
- Sets and runs
- Set: 3 or 4 cards of the same rank, all in different suits. Run: 3 or more cards in a row in the same suit. The ace goes below the 2 or above the king, without wrapping around.
- Your turn
- Tap DRAW (or the draw pile) or TAKE DISCARD (or the discard pile), then discard a card by tapping it twice or dragging it to the discard pile. A card taken from the discard pile can't go back to the discard pile on the same turn, not even as the card you discard to go out, and neither can its twin from the other deck.
- Going out
- After drawing, tap GO OUT (the game picks the best way to go out) or drag your leftover card to the discard pile, with the other 9 in melds. With all 10 cards in melds, you go out with 10, without discarding.
- Empty draw pile
- The discard pile, except for the top card, is shuffled into a new draw pile, as many times as needed. The round only ends when someone goes out.
- Pife
- No wild cards. When someone discards a card that lets another player go out, the game takes that player out automatically, on the spot, even out of turn; if more than one player can, the first in turn order after the discarder does. The first player to go out wins the game.
- Cacheta: turn-up and wild card
- The turn-up card stays out of play. The wild card is the next rank up in the same suit (if the turn-up is a king, the ace is wild): there are two, one in each deck. It stands in for any card, one per meld, and can also be used as itself. A wild card taken from the discard pile counts only as a regular card.
- Cacheta: ONE AWAY
- When you have 9 cards and need just one more to go out, tap ONE AWAY. From then on, if someone discards a card you need, you cut the line and the game takes you out on the spot, out of turn; if more than one player is one away, the first in turn order after the discarder goes out. If you discard a card you needed and are no longer one away, you lose ONE AWAY and have to call it again.
- Cacheta: lives
- Everyone starts with 7 or 10 lives, as the host chooses. Going out takes 1 life from each opponent, or 2 if you go out with 10. A player with no lives left is OUT: they stay seated and watch, and the next rounds are played only by those with lives. The last player with lives left wins.
- End of the round
- A box shows who went out, their melds and, in Cacheta, everyone's lives. Any player in the game, even one who is already OUT, can tap NEXT ROUND: in Cacheta, the next round starts; in Pife, the end of the game appears. In Cacheta, if only bots are still in the round, the box closes on its own after a few seconds.
- Bots and rematch
- Before the game starts, the host can fill empty seats with bots: Carmen, Tito and Luna. They only see their own hand and what's on the table. At the end, if everyone agrees, the rematch is played at the same table (not after a game that ended because someone left the game, a player was away or the table expired, or once someone has left the table).
- Time, absence and resigning
- The table is saved on the site, and nobody has to be online at the same time. If the player whose turn it is goes more than 48 hours without playing, any other player still in the round can tap END GAME: PLAYER AWAY. If a player taps RESIGN or leaves through the pause menu (EXIT GAME) mid-game, they lose. Either way, the game ends: in Cacheta, the player with the most lives among the others wins; in Pife, the next player after the one who lost does. A player who is already OUT in Cacheta can tap LEAVE THE TABLE without ending the game for everyone else. A table with no moves for 7 days expires with no winner.
- Chat
- Seated players can chat in writing. Spectators can read the chat but can't post.
There's no leaderboard and no site points: the result only counts at that table. Each player picks the deck design they see, and that never changes the rules.
