Card Games

Trick-taking and traditional card games.

All scorecards in this category

Blackjack Scorecard

Blackjack

Track each hand’s net result, optional hand type (stand, double, split, bust, natural), your total, dealer outcome, and running session totals.

  • CheckmarkHands add as you play — no fixed session length.
  • CheckmarkOptional hand type (stand, double, split, bust, natural), your total, and dealer outcome.
  • CheckmarkRunning totals from net per hand so you see who is up for the night.
Bridge Scorecard

Bridge

Partnership duplicate bridge—one contract per deal with board vulnerability, strain, doubles and mirrored column scores.

  • CheckmarkAutomatic trick, game, slam, overtrick and undertrick scoring from your deal inputs.
  • CheckmarkTwo partnership columns with mirrored plus/minus board scores and running match totals—new deal rows appear as you score.
  • CheckmarkSupports doubled and redoubled contracts with scaled bonuses and penalties.
Canasta Scorecard

Canasta

Partnership Canasta to 5,000: one column per side, bonus and card points entered separately per hand; running totals and winner.

  • CheckmarkTwo columns — one per partnership.
  • CheckmarkEach hand has two fields per partnership: bonus points (canastas, red threes, going out) and card points (melded values minus cards left in hand).
  • CheckmarkRunning totals with a 5,000-point match target (adjust if your house rules use a different goal).
Cribbage Scorecard

Cribbage

Two-player Cribbage scoring: add total points each deal and track the running total to 121.

  • CheckmarkBuilt for head-to-head play (two players).
  • CheckmarkEnter one points total per player for each deal, covering pegging, hand points, and crib points when applicable.
  • CheckmarkRunning totals update as you fill each hand.
Euchre Scorecard

Euchre

Partnership Euchre scoring: tricks-in-hand, makers, loner bonus and two-point Euchres — totals update each hand.

  • CheckmarkTwo columns — one per partnership (four players at the table in fixed seats).
  • CheckmarkPer-hand inputs for makers, tricks won, going alone, and 5-, 7-, 8- or 9-trick hands.
  • CheckmarkAutomatic Euchre (two points to the defenders), marches, and four-point lone marches.
Exploding Kittens Scorecard

Exploding Kittens

Track Exploding Kittens game by game — select the last player standing each game and keep running win totals for 2–10 players.

  • CheckmarkSupports two to ten players on one scorecard.
  • CheckmarkAdd a new game row automatically after the latest game is scored.
  • CheckmarkSelect one winner per finished game — the last player standing (1 win, 0 for everyone else).
Five Crowns Scorecard

Five Crowns

Five Crowns score sheet: enter unmelded card values each round, automatic totals, 2–7 players — lowest cumulative score wins.

  • CheckmarkEleven fixed rounds from 3s wild through kings wild, matching the standard Five Crowns deal progression.
  • CheckmarkGo out to score 0 for the round; others enter remaining cards. Lowest total after eleven rounds wins.
  • CheckmarkTrack scores for 2 to 7 players.
Gin Rummy Scorecard

Gin Rummy

Two-player Gin Rummy: enter points scored each hand and track the running total to 100.

  • CheckmarkBuilt for head-to-head play (two players).
  • CheckmarkEnter one points total per player for each hand — knock, gin, undercut, and bonuses included.
  • CheckmarkRunning totals update as you fill each hand.
Golf Card Game Scorecard

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.

  • CheckmarkTrack scores for 2 to 6 players.
  • CheckmarkChoose 9 or 18 holes (or any count from 1 to 18) before you start.
  • CheckmarkLog each player’s grid total after every finished deal.
Hand and Foot Scorecard

Hand and Foot

Partnership Hand and Foot to 5,000: one column per team, enter each deal’s net score; running totals and winner.

  • CheckmarkTwo columns — one per partnership.
  • CheckmarkEach row is one completed deal: enter that side’s net score (melds, books, bonuses, and penalties combined).
  • CheckmarkRunning totals with a 5,000-point match target (adjust if your house rules use a different goal).
Hand, Knee & Foot Scorecard

Hand, Knee & Foot

Partnership Hand, Knee & Foot: one column per team, enter each deal’s net score over four deals; highest total wins.

  • CheckmarkTwo columns — one per partnership.
  • CheckmarkEach row is one completed deal: enter that side’s net score (melds, special canastas, bonuses, and penalties combined).
  • CheckmarkDefaults to four deals with running totals; highest cumulative score wins the match.
Hearts Scorecard

Hearts

Track Hearts penalty points per deal, running totals, 2–6 players — lowest score wins when someone goes over 100.

  • CheckmarkAdd the next deal row automatically as you play — no need to pick a fixed match length up front.
  • CheckmarkTrack scores for 2 to 6 players.
  • CheckmarkEnter each player’s penalty points once per completed deal.
Liverpool Rummy Scorecard

Liverpool Rummy

Track Liverpool Rummy across seven contract deals — enter penalty points each round and keep running totals for 3–8 players.

  • CheckmarkSeven fixed contract rounds from two sets of three through one run of seven, matching classic Liverpool Rummy deals.
  • CheckmarkGo out to score 0 for the deal; everyone else enters the value of their remaining unmelded cards. Lowest total after seven rounds wins.
  • CheckmarkTrack scores for 3 to 8 players.
Mille Bornes Scorecard

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.

  • CheckmarkTrack scores for 2 to 6 players or teams on one scorecard.
  • CheckmarkAdd the next hand row as you play — no need to pick a fixed match length up front.
  • CheckmarkLog each hand’s full point total (miles, safeties, coup fourrés, and trip bonuses).
Oh Hell Scorecard

Oh Hell

Track Oh Hell bids and tricks for 3–7 players with automatic scoring on the classic up-and-down deal pattern.

  • CheckmarkTrack scores for 3 to 7 players.
  • CheckmarkBid and tricks-won inputs per round with automatic point calculation.
  • CheckmarkClassic scoring: 1 point per trick won plus a 10-point bonus when your bid is exact.
Phase 10 Scorecard

Phase 10

Phase 10 score sheet: per-hand cards left, automatic totals, 2–6 players — lowest cumulative score wins.

  • CheckmarkTrack scores for 2 to 6 players.
  • CheckmarkCustomize the number of rounds (1–20, default 10).
  • CheckmarkComplete your phase to score 0 for the hand; others enter remaining cards. Lowest total wins.
Pinochle Scorecard

Pinochle

Partnership Pinochle to 500: one column per side, enter each hand’s net score; running totals and winner.

  • CheckmarkTwo columns — one per partnership.
  • CheckmarkEach row is one completed hand: enter that partnership’s net score for the deal (melds and trick points combined).
  • CheckmarkRunning totals with a 500-point match target (adjust if your house rules use 250 for single-deck play).
Auction Pitch Scorecard

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.

  • CheckmarkOne column per player for cutthroat Auction Pitch (Setback) (2–7 players).
  • CheckmarkEach row is one deal: enter that player’s final score change for the hand (High, Low, Jack, and Game).
  • CheckmarkSet-backs are supported — enter a negative score when the bidder misses their bid.
Pokeno Scorecard

Pokeno

Track Pokeno round scores for 2–13 players — record chips or poker points each round with running totals.

  • CheckmarkTrack scores for 2 to 13 players.
  • CheckmarkCustomize the number of rounds played (1–30).
  • CheckmarkAutomatic running totals and leaderboards.
Poker (Texas Hold'em) Scorecard

Poker (Texas Hold'em)

Track each player's net chip gains and losses hand by hand with automatic running totals and winner detection.

  • CheckmarkAdd a new hand row automatically as you play — no fixed number of hands needed.
  • CheckmarkTrack chip gains and losses for 2 to 10 players.
  • CheckmarkRunning totals update after each hand so everyone sees the leaderboard.
Rack-O Scorecard

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.

  • CheckmarkTrack scores for 2 to 4 players.
  • CheckmarkOne score cell per player per round — enter points from ascending runs plus any Rack-O bonus.
  • CheckmarkAdd the next round row automatically as you play.
Rook Scorecard

Rook

Kentucky Discard Rook scoring: mark the bidder, enter bid and card points captured; running totals race to 500.

  • CheckmarkTwo columns — one per partnership.
  • CheckmarkEach hand: mark which side bid, enter the bid amount, and card points that side captured.
  • CheckmarkAutomatic +bid / −bid scoring and a 200-point set bonus when the bidders take all 180 card points.
Rummy Scorecard

Rummy

Track Rummy scores round by round. 2-6 players, lowest deadwood total wins.

  • CheckmarkTrack scores for 2 to 6 players.
  • CheckmarkCustomize the number of rounds (1–20).
  • CheckmarkAutomatic running total updates after each round.
Shanghai Rummy Scorecard

Shanghai Rummy

Track Shanghai Rummy across ten contract deals — enter penalty points each round and keep running totals for 3–8 players.

  • CheckmarkTen fixed contract rounds from two sets of three through three runs of five, matching standard Shanghai Rummy deals.
  • CheckmarkGo out to score 0 for the deal; everyone else enters the value of their remaining unmelded cards. Lowest total after ten rounds wins.
  • CheckmarkTrack scores for 3 to 8 players.
Skip-Bo Scorecard

Skip-Bo

Skip-Bo score sheet: cards left in each stock pile per round, running totals for 2–6 players — lowest cumulative wins.

  • CheckmarkTrack scores for 2 to 6 players.
  • CheckmarkAdd the next round row as you play — no need to pick a fixed match length up front.
  • CheckmarkLog cards remaining in each player’s stock pile at the end of every round.
Skyjo Scorecard

Skyjo

Skyjo score sheet: per-round card totals (−2 to 12), automatic running totals for 2–8 players — lowest cumulative score wins.

  • CheckmarkTrack scores for 2 to 8 players.
  • CheckmarkAdd the next round row as you play — no need to pick a fixed match length up front.
  • CheckmarkLog each player’s round total after every finished deal.
Spades Scorecard

Spades

Track Spades bids, tricks won, points, sandbags and penalties for up to 4 players.

  • CheckmarkTrack scores for 2 to 4 players.
  • CheckmarkAutomatic cumulative scoring from bid and tricks-won inputs.
  • CheckmarkTracks overtrick sandbags and applies the −100 penalty every 10 bags.
Uno Scorecard

Uno

Uno score sheet: add hands as you play, track cumulative totals, 2–10 players — first to 500 wins.

  • CheckmarkTrack scores for 2 to 10 players.
  • CheckmarkStart with one hand and add the next hand automatically after scoring.
  • CheckmarkHand winner enters the total value of cards left in opponents’ hands; others enter 0 for that hand.
Uno Flip! Scorecard

Uno Flip!

Uno Flip! score sheet: add hands as you play, track cumulative totals, 2–10 players — first to 500 wins.

  • CheckmarkTrack scores for 2 to 10 players.
  • CheckmarkAdd unlimited hands until a player reaches 500 points.
  • CheckmarkHand winner enters the total value of cards left in opponents’ hands; others enter 0 for that hand.
Whist Scorecard

Whist

Partnership Whist scoring: tricks won per deal, one point per trick over the book of six, race to seven points.

  • CheckmarkTwo columns—one per partnership.
  • CheckmarkEnter tricks won each deal; points calculate automatically from the book of six.
  • CheckmarkTrick totals must add up to thirteen per deal before the row scores — catches entry mistakes at the table.
Wizard Scorecard

Wizard

Track Wizard bids and tricks for 3–6 players with automatic scoring and round count set from player count.

  • CheckmarkTrack scores for 3 to 6 players.
  • CheckmarkBid and tricks-won inputs per round with automatic point calculation.
  • CheckmarkClassic scoring: 20 + 10 per trick bid when exact, −10 per trick off when not.