Some quest givers will also give you cards, such as Festus who will give you cards if you beat him at lucky horseshoes.

Some NPCs you can challenge to Caravan include Cliff Briscoe, Dale Barton, Isaac, Amb. Dennis Crocker, Jules, Keith, Lacey, Private Jake Irwin, Johnson Nash, Quartermaster Hayes, No-Bark Noonan, Ringo, Little Buster, and Jed Masterson.

For a low bet, try starting with 1 cap and see what your opponent raises you. If you don’t have any money to bet, you’ll need to go out and earn some before you can challenge someone to a game. Remember that you’ll lose the amount you bet if you lose the game, or win that amount if you win!

Do not use duplicate cards from the same deck. The interface in Fallout will automatically make cards unavailable if they are not useable. For example, you cannot use two 3’s of the same suit, but you could use a 3 of clubs and a 3 of hearts if you want. Likewise, if you have 2 kings, they would need to be of different suits to use them. [5] X Research source

This is a good option if you are just learning how to play Caravan and are not yet sure what cards work best for beating your opponents.

The numbers in your caravans must be sequential in either ascending or descending order, but you can skip numbers. For example, you could start with a 2 of hearts in 1 caravan, then follow it with a 4 of spades, and then follow that with a 7 of clubs. [9] X Research source You may not discard during the opening rounds unless you have no cards at all to play. If you do not have any number cards or aces, show your hand to your opponent, shuffle your hand, and draw a new set of 8 cards. [10] X Research source

Play 1 card and draw a new card from your caravan on your turn. Discard 1 card and draw a new card. Disband 1 of your caravans by removing all of the cards in it. Place all of the cards into your discard pile.

Playing any number card on an empty caravan. Playing any card not equal to the card you play it on if here’s 1 number card on the caravan. Playing an ascending number or a descending number depending on the last 2 cards in the caravan.

Jack: Discard the card that you play it on. Queen: Play it on the last card of a caravan to change its suit and reverse its direction. King: Double the value of the card you play it on. Joker: Play the Joker on an ace to remove all number cards and aces from both players’ caravans that are the same suit as the ace.

If you have an equal number of caravans for sale, then the player with the higher number caravans wins. For example, if your opponent has 2 caravans for sale at 22 points and 25 points, and you have 2 caravans for sale at 23 and 26 points, then you would be the winner. If you run out of cards before you can put a caravan up for sale, then your opponent automatically wins.