Card Games
Trick-taking and traditional card games.
All scorecards in this category

Blackjack
Track each hand’s net result, optional hand type (stand, double, split, bust, natural), your total, dealer outcome, and running session totals.
- Hands add as you play — no fixed session length.
- Optional hand type (stand, double, split, bust, natural), your total, and dealer outcome.
- Running totals from net per hand so you see who is up for the night.

Bridge
Partnership duplicate bridge—one contract per deal with board vulnerability, strain, doubles and mirrored column scores.
- Automatic trick, game, slam, overtrick and undertrick scoring from your deal inputs.
- Two partnership columns with mirrored plus/minus board scores and running match totals—new deal rows appear as you score.
- Supports doubled and redoubled contracts with scaled bonuses and penalties.

Canasta
Partnership Canasta to 5,000: one column per side, bonus and card points entered separately per hand; running totals and winner.
- Two columns — one per partnership.
- Each hand has two fields per partnership: bonus points (canastas, red threes, going out) and card points (melded values minus cards left in hand).
- Running totals with a 5,000-point match target (adjust if your house rules use a different goal).

Cribbage
Two-player Cribbage scoring: add total points each deal and track the running total to 121.
- Built for head-to-head play (two players).
- Enter one points total per player for each deal, covering pegging, hand points, and crib points when applicable.
- Running totals update as you fill each hand.

Euchre
Partnership Euchre scoring: tricks-in-hand, makers, loner bonus and two-point Euchres — totals update each hand.
- Two columns — one per partnership (four players at the table in fixed seats).
- Per-hand inputs for makers, tricks won, going alone, and 5-, 7-, 8- or 9-trick hands.
- Automatic Euchre (two points to the defenders), marches, and four-point lone marches.

Exploding Kittens
Track Exploding Kittens game by game — select the last player standing each game and keep running win totals for 2–10 players.
- Supports two to ten players on one scorecard.
- Add a new game row automatically after the latest game is scored.
- Select one winner per finished game — the last player standing (1 win, 0 for everyone else).

Five Crowns
Five Crowns score sheet: enter unmelded card values each round, automatic totals, 2–7 players — lowest cumulative score wins.
- Eleven fixed rounds from 3s wild through kings wild, matching the standard Five Crowns deal progression.
- Go out to score 0 for the round; others enter remaining cards. Lowest total after eleven rounds wins.
- Track scores for 2 to 7 players.

Gin Rummy
Two-player Gin Rummy: enter points scored each hand and track the running total to 100.
- Built for head-to-head play (two players).
- Enter one points total per player for each hand — knock, gin, undercut, and bonuses included.
- Running totals update as you fill each hand.

Golf Card Game
Golf card game score sheet: per-hole grid totals for 2–6 players across 9 or 18 deals — lowest cumulative score wins.
- Track scores for 2 to 6 players.
- Choose 9 or 18 holes (or any count from 1 to 18) before you start.
- Log each player’s grid total after every finished deal.

Hand and Foot
Partnership Hand and Foot to 5,000: one column per team, enter each deal’s net score; running totals and winner.
- Two columns — one per partnership.
- Each row is one completed deal: enter that side’s net score (melds, books, bonuses, and penalties combined).
- Running totals with a 5,000-point match target (adjust if your house rules use a different goal).

Hand, Knee & Foot
Partnership Hand, Knee & Foot: one column per team, enter each deal’s net score over four deals; highest total wins.
- Two columns — one per partnership.
- Each row is one completed deal: enter that side’s net score (melds, special canastas, bonuses, and penalties combined).
- Defaults to four deals with running totals; highest cumulative score wins the match.

Hearts
Track Hearts penalty points per deal, running totals, 2–6 players — lowest score wins when someone goes over 100.
- Add the next deal row automatically as you play — no need to pick a fixed match length up front.
- Track scores for 2 to 6 players.
- Enter each player’s penalty points once per completed deal.

Liverpool Rummy
Track Liverpool Rummy across seven contract deals — enter penalty points each round and keep running totals for 3–8 players.
- Seven fixed contract rounds from two sets of three through one run of seven, matching classic Liverpool Rummy deals.
- Go out to score 0 for the deal; everyone else enters the value of their remaining unmelded cards. Lowest total after seven rounds wins.
- Track scores for 3 to 8 players.

Mille Bornes
Mille Bornes score sheet: enter each hand’s total points (miles traveled, safety bonuses, trip bonuses) with running totals across coups — first player or team to 5,000 points wins.
- Track scores for 2 to 6 players or teams on one scorecard.
- Add the next hand row as you play — no need to pick a fixed match length up front.
- Log each hand’s full point total (miles, safeties, coup fourrés, and trip bonuses).

Oh Hell
Track Oh Hell bids and tricks for 3–7 players with automatic scoring on the classic up-and-down deal pattern.
- Track scores for 3 to 7 players.
- Bid and tricks-won inputs per round with automatic point calculation.
- Classic scoring: 1 point per trick won plus a 10-point bonus when your bid is exact.

Phase 10
Phase 10 score sheet: per-hand cards left, automatic totals, 2–6 players — lowest cumulative score wins.
- Track scores for 2 to 6 players.
- Customize the number of rounds (1–20, default 10).
- Complete your phase to score 0 for the hand; others enter remaining cards. Lowest total wins.

Pinochle
Partnership Pinochle to 500: one column per side, enter each hand’s net score; running totals and winner.
- Two columns — one per partnership.
- Each row is one completed hand: enter that partnership’s net score for the deal (melds and trick points combined).
- Running totals with a 500-point match target (adjust if your house rules use 250 for single-deck play).

Pitch
Pitch card game — 4-point Auction Pitch (Setback) to 11: enter each player’s final score change per hand (set-backs go negative); running totals and winner.
- One column per player for cutthroat Auction Pitch (Setback) (2–7 players).
- Each row is one deal: enter that player’s final score change for the hand (High, Low, Jack, and Game).
- Set-backs are supported — enter a negative score when the bidder misses their bid.

Pokeno
Track Pokeno round scores for 2–13 players — record chips or poker points each round with running totals.
- Track scores for 2 to 13 players.
- Customize the number of rounds played (1–30).
- Automatic running totals and leaderboards.

Poker (Texas Hold'em)
Track each player's net chip gains and losses hand by hand with automatic running totals and winner detection.
- Add a new hand row automatically as you play — no fixed number of hands needed.
- Track chip gains and losses for 2 to 10 players.
- Running totals update after each hand so everyone sees the leaderboard.

Rack-O
Rack-O score sheet: enter each player’s round points from ascending runs, running totals for 2–4 players — first to 500 wins.
- Track scores for 2 to 4 players.
- One score cell per player per round — enter points from ascending runs plus any Rack-O bonus.
- Add the next round row automatically as you play.

Rook
Kentucky Discard Rook scoring: mark the bidder, enter bid and card points captured; running totals race to 500.
- Two columns — one per partnership.
- Each hand: mark which side bid, enter the bid amount, and card points that side captured.
- Automatic +bid / −bid scoring and a 200-point set bonus when the bidders take all 180 card points.

Rummy
Track Rummy scores round by round. 2-6 players, lowest deadwood total wins.
- Track scores for 2 to 6 players.
- Customize the number of rounds (1–20).
- Automatic running total updates after each round.

Shanghai Rummy
Track Shanghai Rummy across ten contract deals — enter penalty points each round and keep running totals for 3–8 players.
- Ten fixed contract rounds from two sets of three through three runs of five, matching standard Shanghai Rummy deals.
- Go out to score 0 for the deal; everyone else enters the value of their remaining unmelded cards. Lowest total after ten rounds wins.
- Track scores for 3 to 8 players.

Skip-Bo
Skip-Bo score sheet: cards left in each stock pile per round, running totals for 2–6 players — lowest cumulative wins.
- Track scores for 2 to 6 players.
- Add the next round row as you play — no need to pick a fixed match length up front.
- Log cards remaining in each player’s stock pile at the end of every round.

Skyjo
Skyjo score sheet: per-round card totals (−2 to 12), automatic running totals for 2–8 players — lowest cumulative score wins.
- Track scores for 2 to 8 players.
- Add the next round row as you play — no need to pick a fixed match length up front.
- Log each player’s round total after every finished deal.

Spades
Track Spades bids, tricks won, points, sandbags and penalties for up to 4 players.
- Track scores for 2 to 4 players.
- Automatic cumulative scoring from bid and tricks-won inputs.
- Tracks overtrick sandbags and applies the −100 penalty every 10 bags.

Uno
Uno score sheet: add hands as you play, track cumulative totals, 2–10 players — first to 500 wins.
- Track scores for 2 to 10 players.
- Start with one hand and add the next hand automatically after scoring.
- Hand winner enters the total value of cards left in opponents’ hands; others enter 0 for that hand.

Uno Flip!
Uno Flip! score sheet: add hands as you play, track cumulative totals, 2–10 players — first to 500 wins.
- Track scores for 2 to 10 players.
- Add unlimited hands until a player reaches 500 points.
- Hand winner enters the total value of cards left in opponents’ hands; others enter 0 for that hand.

Whist
Partnership Whist scoring: tricks won per deal, one point per trick over the book of six, race to seven points.
- Two columns—one per partnership.
- Enter tricks won each deal; points calculate automatically from the book of six.
- Trick totals must add up to thirteen per deal before the row scores — catches entry mistakes at the table.

Wizard
Track Wizard bids and tricks for 3–6 players with automatic scoring and round count set from player count.
- Track scores for 3 to 6 players.
- Bid and tricks-won inputs per round with automatic point calculation.
- Classic scoring: 20 + 10 per trick bid when exact, −10 per trick off when not.