Skull King

Skull King

Skull King is a pirate-themed trick-taking and bidding game. Predict how many tricks you will win, then play one card per trick to make the prediction come true; special character cards can overturn the normal hierarchy and change the score.

Skull King supports 2–8 players; community best: 4–6 players; playing time: 30 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Skull King turns a pirate tale into a ten-round trick-taking contest. In each round, players look at their hands and secretly predict how many tricks they will take. They then play clockwise, one card at a time, to compete for every trick. The first round gives each player one card, with the number normally increasing from round to round until the available deck sets a limit. You must judge your hand, your position, and what opponents may hold; the accuracy of your prediction determines whether the round adds points or costs them.

Numbered cards compete by suit and rank, with the black suit acting as trump. Pirates, the Skull King, and Mermaids change the normal order. A high number alone does not guarantee a trick: the led suit, whether players follow suit, the trump suit, and special character interactions all matter. The winner collects the trick and leads the next one, so one play can both fulfill a bid and change the order in which the remaining cards will be tested.

Scoring rewards accurate predictions more than simply taking a large number of tricks. A correct non-zero bid earns points, while a miss loses points according to the difference. A zero bid uses a separate reward and penalty: winning even one trick makes the prediction fail. Certain 14s and character captures can add bonus points, but only when the player made the correct bid for the round. Standard play totals ten rounds; the official rule calls for an additional round when players tie for the highest score.

Core rules & scoring

  1. Edition and deck: Follow the publisher-linked English manual whose credits run through ©2024, for 2–8 players. Use Green Parrot, Purple Map, Yellow Chest and Black Jolly Roger suits numbered 1–14, plus five Pirates, one Tigress, one Skull King, two Mermaids and five Escapes. Remove blanks, Loot, Kraken and White Whale, distribute reference and bid reminders, and shuffle the rest. Unique Pirate powers and Rascal scoring are optional and are not active here.

  2. Rounds and deal: Standard play lasts ten rounds. Each player receives one card in round one, and the number usually increases by one per round. When the player count and available cards prevent another increase, follow the rules' card-count cap for the remaining rounds; in an eight-player game, each player receives eight cards in rounds nine and ten. After the deal, everyone examines their own cards and simultaneously makes a secret bid for the number of tricks they expect to win. Once revealed, a bid cannot be changed for that round.

  3. Leading and follow suit: The dealer’s left-hand player leads the first trick and each winner leads the next, with one card per player clockwise. If a numbered suit leads, a numbered play must follow when able, but any special card may be used instead. An Escape or escaped Tigress defers the lead decision: the first non-Escape play sets a suit if numbered, or makes the trick unrestricted if a Pirate, Skull King or Mermaid. Declare Tigress as Pirate or Escape immediately when played, before seeing later cards.

  4. Ranks and equal characters: Black trumps all other numbers; without a trump only the led suit can win, regardless of higher off-suit numbers. Pirates beat numbers and Mermaids, with the first Pirate winning among Pirates. Skull King beats Pirates and numbers. Mermaids beat Skull King and numbers but lose to Pirates; the first Mermaid beats a later one. If all three character kinds appear, Mermaid wins regardless of order. A trick consisting only of Escapes or escaped Tigress is won by its first Escape, so Escape cannot guarantee avoiding a trick.

  5. Standard scoring: A correct non-zero bid scores 20 points per trick bid. If the player takes more or fewer tricks than bid, subtract 10 points for each trick of difference. A correct zero bid scores 10 points for every card dealt to that player in the round. If a zero bidder takes at least one trick, the bid fails and costs 10 points per card dealt. Rascal is an alternative scoring method in the rulebook and must not be mixed into standard scoring.

  6. Capture bonuses: The rulebook awards additional points for captured 14s and character combinations: each captured 14 in a regular suit is worth 10 points, while a captured black 14 is worth 20. A Pirate capturing a Mermaid earns 20, the Skull King capturing a Pirate earns 30, and a Mermaid capturing the Skull King earns 40. These bonuses are added only when the player's bid for the round is correct; they do not rescue an inaccurate bid. If all three characters appear together, the Mermaid wins and receives the applicable Skull King capture bonus without stacking the other capture combinations.

  7. Round scoring: After all tricks in a round are played, count each player's tricks and compare them with their bids. Apply the standard bid score or penalty, then add any capture bonus for a player whose prediction was accurate. A miss and a zero bid use different calculations, so do not score either as a simple number of tricks won. Add each result to the cumulative total, gather the cards, and deal the next round; larger hands increase both the information available and the uncertainty of predicting outcomes. The player who led first this round shuffles and deals the next, passing its first lead clockwise.

  8. Two-player Graybeard: Deal three hands; keep the ghost’s hand face down, and alternate the human who leads each round. When a human leads a trick, flip Graybeard’s top card second without following suit. If Graybeard wins, he leads the next trick by flipping first, and the human who led that round plays second. His Tigress always acts as Escape and two players never use Loot. Do not turn the usual second-position rule into a claim that the ghost can never lead, or let a human inspect and select his cards.

  9. Game end: After round ten in the standard game, compare cumulative scores; the highest total wins. If two or more players tie for the highest score, the official rules call for further rounds until the tie is broken. Follow the rules for dealing and scoring that tiebreaker instead of treating a shared victory as the default. If an advanced module or separate expansion is used, apply its own instructions and identify it as an optional module rather than a universal base-game rule.

Rules & gameplay questions

Do players bid before or after playing cards?

Before play. Examine the dealt hand, decide privately, then reveal together on the third beat of “Yo-ho-ho”: fingers show the bid, a fist means zero, and bids above five are spoken. Record the bids before the dealer’s left-hand player leads. This is simultaneous declaration, not sequential bidding that lets a later player react to an earlier prediction; subsequent trick winners lead the next trick.

Must I follow suit after a numbered card is led?

If a numbered suit is led and you have that suit, you must follow it when you choose to play a numbered card. The rules still allow you to play an eligible special character card instead. Mermaids, Pirates, and other unsuited characters may be played on any trick, while the black trump is still a numbered suit and does not erase the follow-suit rule by itself.

Which is stronger: a trump, Pirate, Skull King, or Mermaid?

Ranks and equal characters: Black trumps all other numbers; without a trump only the led suit can win, regardless of higher off-suit numbers. Pirates beat numbers and Mermaids, with the first Pirate winning among Pirates. Skull King beats Pirates and numbers. Mermaids beat Skull King and numbers but lose to Pirates; the first Mermaid beats a later one. If all three character kinds appear, Mermaid wins regardless of order. A trick consisting only of Escapes or escaped Tigress is won by its first Escape, so Escape cannot guarantee avoiding a trick.

I bid zero but unexpectedly win one trick. How do I score?

A zero bid succeeds only if you take no tricks, earning 10 points for each card dealt to you that round. If you take even one trick, the zero bid fails and costs 10 points per card dealt. The penalty is based on your number of cards, not only on how many tricks above zero you won. Capturing a 14 or a special character does not cancel the failed-bid penalty.

How is a missed non-zero bid calculated?

A correct non-zero bid earns 20 points per trick bid. If you take more or fewer tricks than you predicted, subtract 10 points for each trick of difference. For example, bidding three and taking two is a one-trick miss, so it costs 10 points rather than earning a partial positive score for the two tricks. Capture bonuses are available only when the round's bid is correct.Calculate the penalty from the absolute difference between the bid and the actual trick count; do not subtract every trick you won.

Do I receive a capture bonus whenever I take the matching character?

The winning character must make the required capture and your round bid must be exact. A Pirate earns 20 per captured Mermaid, Skull King 30 per captured Pirate, and Mermaid 40 for Skull King. With all three present, Mermaid wins and only that character-capture bonus applies. Captured 14s still add their normal bonuses, including your own 14: regular 14s give 10 each and black 14 gives 20.

Why is there another hand in a two-player game?

Two-player Graybeard: Deal three hands; keep the ghost’s hand face down, and alternate the human who leads each round. When a human leads a trick, flip Graybeard’s top card second without following suit. If Graybeard wins, he leads the next trick by flipping first, and the human who led that round plays second. His Tigress always acts as Escape and two players never use Loot. Do not turn the usual second-position rule into a claim that the ghost can never lead, or let a human inspect and select his cards.

How many rounds are in Skull King, and what happens in a tie?

Standard play uses ten rounds, starting with one card per player and increasing the deal until the available cards impose a cap; in an eight-player game, the last two rounds deal eight cards each. After round ten, compare cumulative scores. If players tie for the highest score, the official rule calls for further rounds until the tie is broken rather than automatically declaring a shared victory.

Can Escape or Tigress guarantee taking no trick?

No. Escape loses to other cards, but if everyone plays Escape or an escaped Tigress, the first Escape wins. Declare Tigress’s Pirate-or-Escape role when it is played. A lead Escape postpones the suit decision through later Escapes; the first numbered card sets the suit, while a character play instead leaves the trick unrestricted. This matters particularly when preserving a zero bid.

Rules & introduction sources
Edition
Skull King, BGG150145, using the 20-page English rulebook currently linked by Grandpa Beck’s Games, with ©2012/2021/2024 on its credits page. Covers ten-round standard scoring for 2–8 players and the dedicated two-player Graybeard procedure. Excludes advanced cards, pirate abilities, Rascal scoring, alternative deal schedules and the separately sold expansion; does not generalize this component list to every historical printing.
Introduction source
BoardGameGeek

WANGO editorial

Skull King · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#284
Complexity Weight1.73 / 5
Best player count (community)4–6
Player range2–8
Playing time (minutes)30
Core mechanismsHand Management · Predictive Bid · Rock-Paper-Scissors · Trick-taking
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2013
Suggested age8+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Skull King, and can I play online?

Skull King supports 2–8 players; community best: 4–6 players; playing time: 30 minutes. A WANGO browser trial has not been confirmed.

How complex is Skull King, and which mechanisms does it use?

Weight: 1.73 / 5. Mechanisms: Hand Management · Predictive Bid · Rock-Paper-Scissors · Trick-taking. Chinese publication: Unconfirmed.

Where can I learn Skull King?

No rule guide, strategy article or WANGO trial has been confirmed for this record.