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FAQ & Tips

You’re the host, the dealer, the keeper of chaos.
The smoother you run it, the more fun it will be!

Dealer/Host Prep

Q. As Host, how do I plan my Dirty Dingo game night?

Think of it like a Murder Mystery party — there’s a little pre-planning, but instead of awkward acting, people laugh and take home gifts! As host:

  • Invite 6-12 players (more or less works too).

  • Send invites 10+ days ahead so guests can get creative.

  • Ask each guest to bring 2-3 wrapped, anonymous gifts.

  • Encourage a mix of “good” and “terrible” gifts.​​​​​​

Q. As Dealer, what do I need to do on game day?

You call a card. People take a gift when their card is called. Here's a more detailed look:

  • Gather Gifts: Place all wrapped gifts in the center. If more than 30 gifts, see More Than 30 Gifts, below

  • Adjust the Decks: Adjust the Player and Dealer Decks based on the number of players (see Adjust the Decks, below). And yes—the Dealer plays too.

  • Deal Cards: Shuffle the Player Deck, then deal each player their full set (usually 5–7 cards).​​​

  • Call Cards: Shuffle the Dealer Deck, let someone cut it, then flip and call the top card. Collect cards from players as they’re called to avoid end-of-game “you didn’t call my card” mix-ups.

  • Unwrap Gifts: Once all gifts are taken, everyone unwraps. 

  • Show & Tell: Have players show (or model) their gifts so people know what they want to steal. Some players may end up with no gifts (lucky them—they’ve still got cards to swipe others’ stuff), while others may be out of cards. Ideally, everyone has at least one left to keep the chaos rolling. Even players with no cards can still have their gifts stolen.

  • Steal Gifts: Resume calling cards—players now steal a gift when their card is called. No limit on steals—a gift can change hands endlessly. 

  • ​Manage Chaos: Keep the pace lively when calling cards. Remind players not to hide gifts. Take quick breaks for refills or laughs if needed. Flex the rules if needed to keep it fun, fair, and lively.

Q. How long does the game take?

Dirty Dingo runs about an hour—often longer, depending on group size and how rowdy your crew gets. It’s best treated as the main event of the evening, not a quick filler. Pour a drink, settle in, and let the gift-stealing drama unfold.

Adjust the decks

Q. How many cards per person?

Before playing, adjust the Player and Dealer Decks as follows: 

  • 3-5 players → see Less than 6 players, below

  • 6 players → 7 cards each use 1–42 (set aside 43–60)

  • 7 players → 7 cards each use 1–49 (set aside 50–60)

  • 8 players → 7 cards each use 1–56 (set aside 57–60)

  • 9 players → 6 cards each use 1–54 (set aside 55–60)

  • 10 players → 6 cards each use all 60 cards

  • 11 players → 5 cards each use 1–55 (set aside 56–60)

  • 12 players → 5 cards each use all 60 cards

  • 13+ players → see More than 12 players, below

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Why not use all 60 cards every time?
Because you want to leave ‘em laughing — not lingering. Trimming the deck keeps the game fun and snappy.
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Ensure no missing cards!

If it's not a brand new game, count both decks to ensure no missing cards. Cards sometimes go home with guests.

Q. What should I do with left over cards?

Set them aside—they’re not needed for gameplay.

Alternatively, hand them out knowing some players may get more cards (extras for kids, or one per couple). As the Dealer, you call the shots—just keep the Dealer Deck and Player Deck identical.

General

Q. How many gifts do players go home with?

That’s the dirty part—Dirty Dingo isn’t fair, it’s fun! A player might walk away with the same number of gifts as cards they started with (usually 5–7)… or end up with nothing but bruised pride and a good laugh. It all depends on how the steals shake out.

Q. Does the Dealer Play?

Absolutely—dealers deserve the chaos too! Just have another player cut the deck before you start, then enjoy the game with everyone else.

Less Than 6 or More Than 12 Players

Q. What if 13+ Players?

Start by having each player pick two unwrapped gifts per card called. This speeds up the gift selection phase—just make sure to reserve half the Dealer Deck for the stealing round. After Show & Tell, switch to stealing one gift per card as usual.


Alternatively, if you have a large group and 2 Dirty Dingo games, use 2 Player Decks. Two players will take or steal a gift per card. Players with the same card cannot steal from each other. Always use just one Dealer Deck. (Tip: If you end up with one wrapped gift left to pick, give it to a person who has had the LEAST cards left rather than calling a card).

Q. What if 5 or fewer Players?

Assign each player a suit—Dingo, Iguana, Narwhal, Grandma, or Owl—based on group size: use 3 suits for 3 players, 4 suits for 4, and all 5 for 5. Remove unused suits from both the Player Deck and Dealer Deck, and set those cards aside.

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Shuffle and cut the Dealer Deck, then flip the top card. The player whose suit is called picks a gift. After all gifts are opened, the game shifts: each time a suit is called, that player steals a gift.​

When to Flex the Rules

Q. Birthday party?

Give the guest of honor a birthday advantage: sneak a peek at their cards and rig the Dealer Deck so they land the final card (aka the gift of their choice). Entirely optional, but it is their day, after all!

Q. Kids playing?

If kids are joining the chaos, set the stage early. Add a few kid-friendly gifts or mark some as “kid-only.” Let them know that stealing is part of the fun — and that if they still have a card, they can always steal something back. Encourage them to save their last card for the gift they want most. A little guidance up front keeps things playful (and meltdown-free).
Want to stack the deck? Put kid’s card last so they get the final steal.​​

 

Q. What if things get off track?

As the dealer, you’re in charge. If players start running out of cards before the stealing phase, make a quick call — hand out extra gifts to those with the fewest cards, or let players grab two gifts per turn for a bit. Ideally, everyone has at least one card left when the stealing begins. Keep it moving, keep it fun. The goal isn’t perfection — it’s laughter, energy, and a little chaos.

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