Games of chance guide
Skip-Bo rules: stock piles, building piles and the wild
Skip-Bo rules are Mattel's sequencing game for two to six players. The deck has 162 cards: 12 copies of each number from 1 to 12, plus 18 Skip-Bo wilds. With 2 to 4 players, deal a stock pile of 30 cards each. With 5 or more, deal 20. Turn the top stock card up. Build shared piles from 1 to 12. A Skip-Bo card is a wild and may be any number you need. The first player to play the last card of their stock pile wins.
9 min readBy the PVPspinArena team · Updated
The 162-card deck and the stock piles
Skip-Bo is a commercial shedding game from Mattel. You are not trying to empty your hand. You are trying to empty one face-down pile, your stock, by playing its top card onto shared building piles that run from 1 to 12.
The deck has 162 cards. There are 12 copies of each number from 1 through 12, which is 144 numbered cards, and 18 cards marked Skip-Bo. Those 18 are wild. Blank extras in some packs are not used. Take them out before you shuffle.
Two to six can play as individuals. Partnerships for four players are a published variant. This page teaches the individual game, and the partnership difference is flagged later so you do not mix them.
Shuffle and deal the stock piles face down:
| Players | Cards in each stock |
|---|---|
| 2, 3 or 4 | 30 |
| 5 or 6 | 20 |
| Shorter game, any count | 10 |
With four players at 30 you deal 120 cards and 42 remain for the draw. With two players at 30, 102 cards start in the draw, so it lasts longer.
Each player turns only the top stock card face up. Building piles and discard piles start empty. They appear during play.
Skip-Bo sits with the other race-to-empty games in the games of chance hub. If you only have standard cards, three decks plus their jokers can stand in: ace through queen as 1 through 12, and the 12 kings plus 6 jokers as the 18 wilds. One 52-card deck is not enough.
What you do on a turn
The player left of the dealer starts. A turn has a draw, as many legal plays as you want, and usually one discard.
- Draw until you hold 5 cards. On later turns, draw only enough to refill to 5. If you already have 5 because you did not play any last time, draw none.
- Play onto the building piles from three places: your hand, the face-up top of your stock, or the top card of one of your discard piles.
- You may play as many cards as you can, in any order, including a chain that clears several stock cards in one turn.
- If you play every card in your hand and you have not won, draw 5 more immediately and keep going. You do not discard in the middle of that streak.
- When you choose to stop, discard exactly one hand card onto one of your discard piles. That ends the turn.
You may have up to four discard piles. You choose which pile receives the discard, and you choose which card to throw. You may start a new discard pile instead of stacking, until you have four. You may not have a fifth.
Playing is optional card by card. You still draw to 5, and you still discard one hand card to end the turn unless you just won. The practical order is: play what helps the stock, then throw one card.
After you play the stock top, turn the next card at once. You may play that new top in the same turn. A run of stock cards in the right order can clear several layers. That is legal, and it is how games end.
If the draw pile runs out, shuffle the completed building piles that were set aside and use them as the new draw. Do not shuffle an unfinished pile. The first player to play the last stock card wins at that moment. An empty hand is not required.
Building from 1 to 12, and the wild
Up to four building piles are shared by everyone. They live in the center, next to the draw pile. Anyone may play on any of them during their own turn.
A building pile starts only with a 1 or with a Skip-Bo used as a 1. The next card must be a 2, or a Skip-Bo used as a 2, then 3, and so on up to 12. You cannot play a 4 on a 2. You cannot start a pile with a 7.
When a pile reaches 12, or a Skip-Bo played as 12, remove the whole pile from the center and set it aside. That space is empty again and may be started with a new 1. Removing the pile is not optional. A finished pile blocks a space if you leave it.
A Skip-Bo wild may be played as whatever number is needed on a building pile:
- As a 1, it starts a pile.
- As the next number, it continues a pile. A pile showing 6 may take a Skip-Bo as 7.
- On top of another Skip-Bo. Current Mattel sheets allow a wild to follow a wild. The second wild is simply the next number.
You may play a Skip-Bo from your hand, from the stock top, or from a discard top. A wild on a building pile keeps the number you named. Say it out loud: "Skip-Bo as 7." You do not later swap in the natural card.
On your turn the legal sources are any hand card, the stock top, and the top of your own discard piles. You may not play an opponent's stock in the individual game, and you may not play on someone else's turn. A discard ends the turn. A play you notice afterward is late.
Discard piles and a worked turn
The four discard piles are a private parking lot. They are also a trap. Only the top card can leave, so the card you bury is stuck until you play everything above it.
A useful habit is to stack toward a sequence you can unload later. If a building pile is at 4, a discard pile that reads 8, then 7, then 6, then 5 from the bottom up lets you peel 5, 6, 7 and 8 on a later turn if you get the chance. A pile that alternates high and low never peels. A second habit is to keep Skip-Bo cards on their own discard pile so a wild is available as a top card.
You do not have to fill all four piles. One well-ordered pile is better than four junk piles. You must discard one card to end a turn in which you still hold cards and have not gone out, so you cannot hoard a perfect hand of 5 forever.
Worked turn
Your stock top is a 9. Building piles show 8, 3, and two empty spaces. Your hand is 1, 9, 4, Skip-Bo, 12. You draw nothing if you already hold 5.
Play the 1 on an empty space. That pile is now a 1. Play the Skip-Bo on it as a 2. Play nothing else from the hand onto that pile unless you have a 3. You do not. The other building pile shows 3, and you hold a 4, so play the 4. Now that pile needs a 5. Your stock 9 still does not fit. The hand 9 does not fit. The 12 does not fit.
You could discard the 9 or the 12. The 9 sits next to a building pile that already shows 8, so one connector makes it live. Discard the 9. The stock 9 is still there for later.
If the stock top had been a 1, you would play the stock first and turn the next card before spending the hand. The hand does not win the game.
Shorter games, partnerships and blocked piles
Mattel also prints a 10-card stock for a shorter game. Use 10 while someone is learning. Use 30 when you want the real stock pressure.
Four players can play as two partnerships on Mattel's partnership sheet. The team wins when both stocks are empty. Play the individual rules unless that sheet is on the table. "I can play your stock" does not belong in the individual game.
Four unfinished building piles can leave nobody with a legal 1-space. You still draw to 5, play anything that fits, and discard. You cannot start a fifth pile. Someone has to push a pile through 12 and clear a space. Completed piles wait on the side until the draw pile is empty. Shuffle them only then.
If a player plays out of turn and nobody notices until the turn is finished, leave the cards. If someone notices during the turn, take them back.
Rummy also builds sequences, but the sequences are in your own melds and a standard deck. Skip-Bo's sequences are shared, numerical, and the only one that matters is the one that eats your stock. Canasta is the other big commercial melding cousin, scored in points rather than a single empty pile.
What to play first, and what this game is not
The stock top is the priority on every turn. If it plays, play it, then look at the new top before you spend a wild from your hand. A Skip-Bo from the stock used as the number you need is a stock card gone. The same Skip-Bo from your hand is a stock card still sitting there.
Second, peel a discard top that uncovers another play, especially one that frees the stock. Third, push a pile to 12 when that opens a space for a 1 your stock can use.
Spend a hand Skip-Bo when it lets the stock top play immediately. Hold it when you are one natural card away and likely to draw the connector. You will discard one card anyway, so hoarding all five does not skip the discard.
This is not a betting layout. If adults stake the winner, 18+ applies, or the legal age where you live. The fairness page is how a committed-seed round is checked. Skip-Bo is a shuffled 162-card deck.
Turn the stock top the moment you play it, and move a finished 1-to-12 pile off to the side so nobody plays a 1 onto a 12. At the end, 12 ranks times 12 copies is 144, plus 18 wilds, which is 162. A missing wild makes every bridge harder on the next game.
See also phase 10, palace and klondike solitaire.
FAQ
Frequently asked questions
Sources
Related guides
Games of chance
Phase 10 rules: the ten phases, Skip cards and scoring
Phase 10 rules from the Mattel deck: all 10 phases, Skip and Wild cards, how hitting works, and the point values that decide a tie.
Games of chance
Palace card game rules, also called shithead and karma
Palace card game rules for 2 to 5 players: three down, three up, three in hand, play equal or higher, and the last player with cards loses.
Games of chance
Crazy eights rules: match a suit or rank, and eights are wild
Crazy eights rules for 2 to 7 players: match suit or rank, eights are wild, draw when you cannot play, and score 50 for each eight left.
Games of chance
Solitaire rules: Klondike columns, stock and foundations
Solitaire rules for Klondike: seven columns, a 24-card stock, four suit foundations, turn one or turn three, and how many times you may redeal.
Games of chance
The 52 card deck: composition, history and the odds of common draws
The 52 card deck explained: 4 suits of 13 ranks, where the French suits came from, jokers, and the exact odds of common draws, pairs, aces and poker hands.
