A game of Nertz seen from above: four players reach into the middle of a wooden table at the same time, each with their own solitaire layout and their own pack with a different coloured back, red, blue, green and charcoal, while face-up cards pile up on the shared foundations in the centre
No turns in Nertz: everyone plays at once, onto the same foundations in the middle.

Nertz (also spelled Nerts) is a fast card game in which everyone plays their own game of solitaire at the same time, racing to empty a 13-card Nerts pile while building shared piles in the middle of the table. Nobody takes turns, so it is loud, quick and often chaotic. The game began in England in the 1890s as Racing Demon, the name still used in the UK, and it appears in American books as Pounce from 1934. It is also called Peanuts, Squeal and Scrooge. This guide covers the Nertz rules: the set-up, how to play, scoring, the partnership game, variations, how it compares with Dutch Blitz, strategy and odds.

Nertz Rules at a Glance

Nertz
PlayersTwo or more; best for two to four. Six or more can play in pairs.
CardsA standard 52-card pack for every player, each with a different back. Aces are low, Kings high.
Nerts pile13 cards: 12 face down with one face up on top.
Work pilesFour, built down in alternating colours, like solitaire.
FoundationsShared by everyone, built up by suit from Ace to King.
TurnsNone: everyone plays at once, using one hand to move cards.
Scoring+1 for each of your cards on the foundations, −2 for each card left in your Nerts pile. First to 100 wins.

How to Set Up

  1. Give everyone a pack. Each player needs a full pack of 52 cards with a back that is different from everyone else’s, so the cards can be sorted out after each hand.
  2. Deal your Nerts pile. Count 13 cards into a pile, 12 face down and the 13th face up on top.
  3. Deal four work piles. Lay four cards face up in a row next to the Nerts pile.
  4. Hold the rest as your stock. These are turned over three at a time onto your waste pile during play.
  5. Leave room in the middle. Sit around a space that everyone can reach. That is where the foundations go.
A Nerts layout: shared foundations in the middle holding the Ace and 2 of hearts, the Ace of spades and the Ace, 2 and 3 of diamonds; one player's Nerts pile with the 5 of hearts on top, four work piles of 9-8-7, Queen-Jack, 6 of clubs and 4 of diamonds, and a stock with the 3 of hearts on top of the waste pile; the red 5 fits on the black 6 and the 3 of hearts fits on the 2 of hearts
One player’s layout, with two moves ready to play.

How to Play Nertz

  1. Start together. On a signal, everyone plays as fast as they can. Use one hand to move cards; the other may hold your stock.
  2. Start foundations with Aces. Any Ace you can reach goes in the middle to start a foundation. Anyone can add the next card of the same suit to any foundation, from Ace up to King. A finished pile is turned over and set aside.
  3. Build your work piles down. Put cards on your work piles in descending order and alternating colour, such as a red 6 on a black 7. You can move a card, together with the cards on top of it, from one work pile to another.
  4. Empty your Nerts pile. Its top card can go to a foundation, onto a work pile it fits, or into an empty work pile space. Then turn up the next card.
  5. Turn your stock. Turn cards three at a time onto your waste pile, keeping their order. Only the top waste card can be played. When the stock runs out, turn the waste pile over and start again.
  6. Call “Nerts!” When your Nerts pile is empty, call “Nerts!” and play stops at once. You don’t have to call straight away; you can keep playing to add to your score.

If two players reach a foundation at the same moment, the card that landed first stays and the other goes back. If every player is stuck, everyone turns their waste pile back into a stock, moves the top card to the bottom and play carries on. Only play cards from your own layout, and never take cards back from the middle.

Nertz Scoring

When someone calls “Nerts!”, the foundations are sorted by the backs of the cards. Each player scores 1 point for every one of their own cards on the foundations and loses 2 points for every card left in their Nerts pile. The caller has none left, so loses nothing. Hands are played until someone reaches an agreed total, usually 100, and the highest score wins.

Example: you have played 14 cards to the foundations but still have 4 cards in your Nerts pile when someone else calls. You score 14 − 8 = 6 for the hand.

Playing Nertz in Partnerships

With six or more players, play in pairs. Partners sit next to each other and share one pack and one layout, so one can turn the stock while the other watches the Nerts pile. Scoring is the same as for a single player.

Nertz Variations

VariationWhat changes
JokersTwo jokers are added to each pack and can stand for any card. Before playing a joker to a foundation, you must announce the card it represents.
Smaller Nerts pileThe Nerts pile has 12 or 11 cards instead of 13, for shorter hands.
Bonus for callingThe player who calls “Nerts!” gets an extra 10 or 25 points.
Lighter penaltyOnly 1 point is lost for each card left in the Nerts pile.
One card at a timeThe stock is turned one card at a time instead of three.
Single handsEach hand is a separate game won by the highest score, with no running total.
Pounce (Klondike layout)Some players lay out five piles as in Klondike solitaire, with a 9-card Pounce pile.

Nertz vs Dutch Blitz

Dutch Blitz is a boxed game sold as a Pennsylvania Dutch card game, and it plays like Nertz with its own cards. Ligretto, from Germany, is almost the same as Dutch Blitz.

NertzDutch Blitz
CardsA standard 52-card pack per playerSpecial packs of 40 cards numbered 1 to 10
Pile to emptyNerts pile, 13 cardsBlitz pile, 10 cards
Personal pilesFour work pilesFive post piles with two players, three with more
Shared pilesFoundations, Ace to King by suit“Dutch piles”
Discard pileWaste pile“Wood pile”

Nertz Strategy

  • Calling usually wins the hand. In simulated games, the player who called “Nerts!” had the top score in 93% of two-player hands, 90% with three players and 89% with four. The others still held 5.7 Nerts cards on average with four players, a penalty of about 11 points each.
  • Keep a work-pile space free. An empty space lets you take the top card off your Nerts pile even when it fits nowhere else.
  • Play to the foundations first. Every card you put in the middle is a point, and a card someone else could have played there is one they can’t.
  • Turn your stock fast. The quicker you go through it, the more chances you get at the top waste card.
  • Watch the middle. Keep an eye on which foundations are close to your cards, so you can play before someone else does.
Nerts by the numbers: the player who called Nerts had the top score in 93% of two-player hands, 90% with three players and 89% with four; every player got stuck at least once in 40% of two-player hands, 7% with three and 0.4% with four; with four players the others still held 5.7 Nerts cards on average, and hands scored 17 for the caller against 3 for everyone else; 34% of deals show an Ace among the five face-up cards and 0.9 Aces are buried in the Nerts pile on average
With two players, every player gets stuck at least once in 40% of hands.

Nertz Odds

  • Getting stuck: every player got stuck at least once in 40% of two-player hands, 7% of three-player hands and 0.4% of four-player hands. More players means more foundations to play on.
  • Hand scores: with four players, the caller scored 17 points a hand on average, against 3 for everyone else.
  • Aces: 34% of deals show an Ace among your five face-up cards, and 0.9 Aces on average are buried face down in your Nerts pile.

The hand figures come from 40,000 simulated hands for each number of players, with every player making one move at a time and playing the same simple way. The deal odds are exact.

More Card Games

For a two-player race played the same way, try Spit. If you’d rather build in turns, see Spite and Malice, and for another fast game for a crowd, Egyptian Rat Screw.

Nertz: frequently asked questions

How do you play Nertz?

Each player has their own pack and lays out a 13-card Nerts pile, four work piles and a stock. Everyone plays at the same time, building their work piles down in alternating colours and playing cards onto shared foundations from Ace to King. The first to empty their Nerts pile calls Nerts and the hand ends.

Are Nertz and Dutch Blitz the same?

They are the same kind of game. Dutch Blitz is a boxed version with its own 40-card packs numbered 1 to 10 and a 10-card Blitz pile, while Nertz is played with a standard 52-card pack for each player.

What is another name for Nertz?

Nertz is also spelled Nerts and is called Racing Demon in the UK. Other names include Pounce, Peanuts, Squeal and Scrooge.

How many players can play Nertz?

Two or more, each with their own pack. It works best with two to four; with six or more, players can team up in pairs.

How many cards are in the Nerts pile?

Thirteen: twelve face down and one face up on top. Some players use 12 or 11 cards for shorter hands.

How do you score Nertz?

Each player scores 1 point for every one of their cards on the foundations and loses 2 points for every card left in their Nerts pile. The game usually goes to 100 points.

Do you need different decks to play Nertz?

Yes. Each player needs a pack with a different back so the cards on the foundations can be sorted out and counted after each hand.

What happens if everyone gets stuck in Nertz?

Everyone turns their waste pile back into a stock, moves the top card to the bottom, and play carries on.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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