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Klondike...........................................................

21
CARD GAMES Pinochle ........................................................... 21
Rummy ............................................................ 23
Blackjack ......................................................... 24
Streets and Alleys ............................................ 25
Preference ........................................................ 25
Emperor........................................................... 26
Whist ............................................................... 26
Red Dog .......................................................... 27
Boat House Rum .............................................. 28
Tunk ................................................................ 28
Content Presidents ....................................................... 29
Six Card Golf ..................................................... 2
Bridge .............................................................. 29
Crazy Eights ...................................................... 2
Spades with Jokers ........................................... 31
Snap .................................................................. 3
Bull Poker ........................................................ 32
I Doubt It ............................................................ 3
Manila Hold ’™Em ............................................. 33
Spit .................................................................... 4
Wild Widow Poker............................................ 35
Red or Black ...................................................... 4
Indian Poker .................................................... 36
California Jack ................................................... 5
Baseball Poker ................................................ 36
Shasta Sam ....................................................... 5
Guts ................................................................. 37
Conquian ........................................................... 6
KIDS — FAMILY .............................................. 38
Sir Garnet .......................................................... 6
Old Maid .......................................................... 38
Napolean ........................................................... 7
Go Fish ............................................................ 38
Pool Nap ............................................................ 7
Concentration .................................................. 38
Peep Nap ............................................................ 8
Go Boom ......................................................... 39
Agram ................................................................ 8
Pig ................................................................... 39
Pepper ............................................................... 9
Slapjack ........................................................... 39
Forty-Five......................................................... 10
Pitch ................................................................ 40
Sixty-Six ........................................................... 11
Fan Tan ........................................................... 41
Hollywood Eights .............................................. 12
Michigan .......................................................... 41
Six Card Golf ................................................... 12
Accordion ........................................................ 42
Spades with Jokers .......................................... 13
War.................................................................. 42
Egyptian Rat Screw ......................................... 14
Play or Pay ...................................................... 43
500 Rum .......................................................... 15
Snip Snap Snorem........................................... 43
Booray ............................................................. 16
Shasta Sam ..................................................... 44
Rolling Stone ................................................... 16
Quadruple War ................................................ 44
Hearts .............................................................. 17
Authors ............................................................ 44
Euchre ............................................................. 17
Linger Longer .................................................. 45
Spoil Five ......................................................... 18
Bingo ............................................................... 45
Cinch ............................................................... 19
Sir Garnet ........................................................ 20
1
Six Card Golf Crazy Eights
Adults, Teens, Families, Kids / 2,3,4 Family, Kids, Teens / 2,3,4,5,6,7,8

The Pack Object of the Game


Standard 52 card deck The goal is to be the first player to get rid of all the
cards in his hand.
The Deal
Each player is dealt 6 cards face down from the The Deal
deck. The remainder of the cards are placed face Deal 5 cards one at a time, face down, beginning
down, and the top card is turned up to start the with the player to the left. The balance of the pack
discard pile beside it. Players arrange their 6 cards is placed face down in the center of the table and
in 2 rows of 3 in front of them and turn 2 of these forms the stock. The dealer turns up the top card
cards face up. The remaining cards stay face down and places it in a separate pile; this card is the
and cannot be looked at. ‘œstarter.’œ If an eight is turned, it is buried in the
middle of the pack and the next card is turned.
The Play
The object is for players to have the lowest value of Object of the Game
the cards in front of them by either swapping them The goal is to collect pairs of cards of the same
for lesser value cards or by pairing them up with rank, such as two sixes or two queens
cards of equal rank.
The Play
Beginning with the player to the dealer's left, Starting to the dealer’™s left, each player must
players take turns drawing single cards from either place one card face up on the starter pile. Each card
the stock or discard piles. The drawn card may played (other than an eight) must match the card
either be swapped for one of that player's 6 cards, or showing on the starter pile, either in suit or in
discarded. If the card is swapped for one of the face denomination. Ex.= If the Q of Clubs is the starter,
down cards, the card swapped in remains face up. any club may be played on it or any Queen. If
The round ends when all of a player's cards are unable to play, cards are drawn from the top of the
face-up. stock until a play is possible, or until the stock is
exhausted. If unable to play when the stock is
A game is nine holes(deals), and the player with the exhausted, the player must pass. A player may draw
lowest total score is the winner. from the stock even though there may be a playable
card in the player’™s hand.
Scoring
-Each ace counts 1 point. All eights are wild! That is, an eight may be played
Each 2 counts minus 2 points. at any time in turn, and the player need only specify
-Each numeral card from 3 to 10 scores face value. a suit for it (but never a number). The next player
-Each jack or queen scores 10 points. must play either a card of the specified suit or an
-Each king scores zero points. eight.
-A pair of equal cards in the same column scores
zero points for the column (even if the equal cards How to Win
are 2s). The player who is the first to have no cards left
wins the game. The winning player collects from
How to Win each other player the value of the cards remaining
The player with the lowest total score is the winner. in that player’™s hand as follows:
Each eight = 50
Each K, Q, J or 10 = 10
Each ace = 1
Each other card pip value

2
Snap I Doubt It
Family, Kids, Teens / 2,3,4,5,6,7,8 Adults, Teens / 2,3,4,5,6,7,8

The Deal The Deal


Deal out all cards face down, one at a time, Deal 2 or 3 cards at a time to each player starting on
beginning to the dealer’™s left. It does not matter if the left. On the last round of dealing, the cards are
some players have more cards than others. Each dealt out one at a time as far as they will go.
player puts his cards in a pile, face down in front of
him. Cards have no actual value but are played in
sequence with aces first, then twos, then threes, and
The Play so on.
The player on the dealer’™s left turns over the top
card of his pile and puts it face up starting a pile of The Play
cards next to his face down cards. The next player The player on the dealer’™s left places from one to
to the left does the same and so on around the table. four cards, face down on the table. As he puts them
When someone turns up a card that matches a card down, the player announces that he is putting down
already face up on another player’™s pile, the first as many aces as the number of cards. For example,
person to notice the two matched cards calls out the player may put down three cards, saying,
‘œSnap!’œ and wins both piles. This player adds ‘œthree aces.’œ However, the cards need not be
the cards to the bottom of his face-down pile. When aces; the player does not have to tell the truth!
two players shout ‘œSnap!’œ at the same time, the
two piles are combined and placed in the center of Any player at the table may then say ‘œI doubt
the table face up. These cards form a ‘œSnap it,’• in which case the cards must be turned up. If
Pot.’• Play continues where it left off with the the player’™s statement was true the doubter must
player to the left of the last player who turned over take up those three cards and all other cards that
a card. If a player spots a card that matches the card have been played on the table previously, into his
on top of the Snap Pot, he shouts ‘œSnap Pot!’œ hand. If the announcement was false in any respect,
and wins all of those cards. During the game, if a the player who didn’™t tell the truth must take all
player runs out of cards in his face-down pile, the the cards on the table, including those just put
cards in the face up pile are turned down and the down, into his hand.
player continues to play.
When an announcement is not doubted, the cards
How to Win remain face down in front of the player until, by the
The game continues until one player has won all of rules of the game, some player is compelled to pick
the cards. The game ends and that player is the them up and add them to his hand.
winner.
After the first player’™s announcement either has
been doubted or not, the player on the left must put
down one to four cards and announce that he is
putting down that many twos. Next, the player to
his left must put down and announce so many
threes, and so on around the table. When a player in
turn has announced kings, the next player starts
over with aces again.

How to Win
When a player puts his last card on the table and
either is not doubted or, upon being doubted, is
shown to have announced correctly, he wins the
game.
3
Spit Cards played from the layout row may immediately
be replaced by a new card from the top of the deck.
Kids, Adults, Teens / 2
Players cannot exceed four cards in their layout
A novice can learn to play Michigan after just a
rows.
brief explanation. This makes the game ideal for
groups in which no one game is familiar to all
The players continue to rapidly play cards to the
members.
center and replace cards in their rows until all
players get stuck and cannot make a play. Often
Rank of Cards
several dozen cards can be played before all players
2 decks of cards, A (high of low) K, Q, J, 10, 9, 8,
get stuck. When all players are stuck, they say
7, 6, 5, 4, 3, 2.
Ready, Spit, and again deal new starter cards to the
top of each pile in the center. Play then continues as
The Layout
before.
Each player has his own deck and begins by placing
the top four cards from his deck face up in front of
How to Win
him in a row. There should be lots of empty space
When a player has played all the cards in his deck,
in the middle of the table between the two players.
he must continue play using only the cards left in
(In fact it is best to play on the floor, since cards
his layout (even though he will not have a card to
often go flying once play starts.) Players hold the
Spit with if all players get stuck). When that player
remainder of their deck in one of their hands during
goes out by playing the last card from his layout
play.
row, he wins. If both players have run out their
decks and get stuck before going out, the player
Object of the Game
with the fewest cards left wins.
The winner is the first player to get rid of all his
cards.
Red or Black
The Play
There are no turns taken in this game, everyone Kids, Family, Teens, Adults / 2,3,4,5,6,7,8
plays at the same time. When both players are
ready, one of them says spit and immediately each Each player in turn, beginning on the dealer’s left,
player takes the top card from his deck and plays it places any bet up to the limit, and names red or
to the center of the table. These first cards should be black. The Deal
far away from each other, forming two play piles The dealer gives the player five cards face up.
between the players . Players immediately begin
playing their cards from their layout onto the center The Play
piles. A card can be played only if it is one higher If three or more are of the color named, the dealer
or one lower than the card on the top of the pile. pays the bet; if three or more are of the opposite
The card’s suit does not matter, and an ace can be color, the dealer collects the bet.
played high or low.
If all five cards are of the same color, double the bet
Example: is paid or collected.
One could play the a 9 form the layout on the 10
pile since it is one lower in sequence. How to Win
Guess right or count the cards (if you’re a
A player may only use one hand to move a card and professional), but just make sure you’ve picked the
may only play one card at a time. Many times both right color or suite when that dealer starts flipping
players can play a card on the same pile. In that case cards. Oh, and have fun!
the player who gets there first gets the play and the
other player must take back his card. This race to
play out the cards can get very exciting!
4
California Jack Shasta Sam
Kids, Teens, Family, Adults / 2 Kids, Teens, Family, Adults / 2

Rank of Cards Rank of Cards


A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Deal cards either one or three at a time, beginning Deal cards either one or three at a time, beginning
with the opponent, until each player has six cards. with the opponent, until each player has six cards.
The remaining cards are squared and turned face up The remaining cards are squared and turned face
in the center of the table, serving as a stock. The top down in the center of the table, serving as a stock.
card is the trump suit for that deal. The top card is the trump suit for that deal.

The Play The Play


The player on the dealer’s left leads. The card led The player on the dealer’s left leads. The card led
loses the trick to a higher card of the same suit or to loses the trick to a higher card of the same suit or to
a trump, but wins the trick otherwise. The winner of a trump, but wins the trick otherwise. The winner of
each trick leads next. The second player to each each trick leads next. The second player to each
trick must either follow suit or trump, if possible. If trick must either follow suit or trump, if possible. If
unable to follow suit or trump, he may play any unable to follow suit or trump, he may play any
card. card.

The winner of each trick draws the top card of the The winner of each trick draws the top card of the
stock, and the loser takes the next card. Since the stock, and the loser takes the next card. When the
top card of the stock is always exposed, an object of stock is exhausted, the last six cards of each
play frequently is to win or lose a trick depending player’s hand are played out until all cards have
on whether the player wishes to draw the top card of been played.
the stock or take a chance on what the next card will
be. When the stock is exhausted, the last six cards How to Win
of each player’s hand are played out until all cards One point each is scored for taking the tricks that
have been played. contain: High (ace of trumps), Low (deuce of
trumps), Jack of trumps, and Game (the greatest
How to Win number of points in counting cards, each ten
One point each is scored for taking the tricks that counting 10 points, each ace 4, each king 3, each
contain: High (ace of trumps), Low (deuce of queen 2, each jack 1).
trumps), Jack of trumps, and Game (the greatest
number of points in counting cards, each ten The first player to score 10 points wins the game. If
counting 10 points, each ace 4, each king 3, each both players reach 10 in the same hand, the points
queen 2, each jack 1). count in order: High, Low, Jack, Game.

The first player to score 10 points wins the game. If


both players reach 10 in the same hand, the points
count in order: High, Low, Jack, Game.

5
Conquian How to Win
The game ends when a player has melded exactly
11 cards. Therefore, a player may have no card left
Adults, Teens / 2
in his hand but still continues to play because he
needs another melded card to go out. Each deal is a
The Pack
separate game, and if the stock is exhausted before
A standard pack of 52 cards with all the tens, nines
either player has melded 11 cards, the next game
and eights removed, leaving a total of 40 cards in
counts double.
the deck.

Rank of Cards Sir Garnet


The jack and seven are considered to be in
sequence. The rank of an ace is low only so that the Adults, Teens / 2,3,4,5,6
sequence A, 2, 3 can be formed, but not A, K, Q.
Rank of Cards
Object of the Game A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Each player tries to form matched sets consisting of
groups of three or four of a kind, or sequences of The Deal
three or more cards of the same suit. Each player receives five cards, dealt in a round of
three at a time, then a round of two at a time, or first
The Deal two and then three. An extra hand of five cards is
Each of the two players is dealt 10 cards. The dealt to the right of the dealer’s location.
remaining cards form the stock; no upward is
turned. Bidding
Instead of making the usual bid, each player in turn
The Play to the left may pick up the extra hand and place it
After the deal is completed, the non-dealer turns up with the five cards he originally had. From these ten
the top card of the stock. He does not put it into his cards, the player picks out any five and discards the
hand but must immediately meld it, along with others without revealing them. The player is then
cards from his hand, or discard it. Melds (spreads) obliged to bid Nap (a bid of all five tricks is called
are as in regular Rummy - matched sets of three or Nap), but if he fails to make the bid, that player
four or a sequence of three or more cards of the must pay double the normal penalty
same suit. Each player in turn thereafter must either
take the top discard and meld it (placing the meld The Play
face up on the table), or turn up the top card of the The highest bidder indicates the trump suit by
stock and meld or discard it. When the player takes making the opening lead, which must be a trump.
and melds a discard, he must then discard from his Other players must follow suit if possible. A player
hand. If a player is able to add the discard to one of who cannot follow suit may trump or discard at
his previous melds, the opponent may require him will. A trick is won by the highest card played of
to do so, and then discard. the suit led, or, if it contains a trump, by the highest
trump. The winner of a trick leads next.
After turning up the top card of the stock, and
before discarding it, a player may meld or lay off How to Win
from his or her hand if he wishes. There is no credit for extra tricks won either by the
bidder or by the opponents beyond what was needed
A player may shift his own melds around as long as to make or defeat the bid. If the bidder makes the
only valid melds remain. For example: If he bid, he collects from all the other players. If the
previously melded J, 7, 6 and the 5 is drawn or bidder is defeated, he pays every player.
discarded, he may add it to the sequence, remove
the jack, and meld three jacks. The usual way of settling scores is to distribute an
equal number of chips to all players before the
game and then settle in chips after each deal.
6
Napolean Pool Nap
Adults, Teens, Family / 2,3,4,5,6 Adults, Teens, Family / 2,3,4,5,6

Rank of Cards Rank of Cards


A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

The Deal The Deal


Each player receives five cards, dealt in a round of Each player receives five cards, dealt in a round of
three at a time, then a round of two at a time, or first three at a time, then a round of two at a time, or first
two and then three. two and then three.

Bidding Bidding
Each player in turn, beginning to the dealer’s left, Each player in turn, beginning to the dealer’s left,
may make one bid or pass. A bid is the number of may make one bid or pass. A bid is the number of
tricks, out of five, that the player thinks he can win tricks, out of five, that the player thinks he can win
with a particular suit as trump. A bid of all five with a particular suit as trump. A bid of all five
tricks is called Nap tricks is called Nap

The Play The Play


The highest bidder indicates the trump suit by The highest bidder indicates the trump suit by
making the opening lead, which must be a trump. making the opening lead, which must be a trump.
Other players must follow suit if possible. A player Other players must follow suit if possible. A player
who cannot follow suit may trump or discard at who cannot follow suit may trump or discard at
will. A trick is won by the highest card played of will. A trick is won by the highest card played of
the suit led, or, if it contains a trump, by the highest the suit led, or, if it contains a trump, by the highest
trump. The winner of a trick leads next. trump. The winner of a trick leads next.

How to Win Players create a pool (pot) of chips which is won by


There is no credit for extra tricks won either by the the first player to successfully take five tricks on a
bidder or by the opponents beyond what was needed Nap bid. Each player puts in an equal number of
to make or defeat the bid. If the bidder makes the chips to begin the pool; and thereafter, each dealer
bid, he collects from all the other players. If the in turn adds the same number of chips each hand.
bidder is defeated, he pays every player. The pool may be further increased by requiring a
player revoking to contribute five chips, and for a
The usual way of settling scores is to distribute an lead out of turn, three chips. A player bidding Nap
equal number of chips to all players before the and failing to take five tricks must double the pool.
game and then settle in chips after each deal.
How to Win
There is no credit for extra tricks won either by the
bidder or by the opponents beyond what was needed
to make or defeat the bid. If the bidder makes the
bid, he collects from all the other players. If the
bidder is defeated, he pays every player.

The usual way of settling scores is to distribute an


equal number of chips to all players before the
game and then settle in chips after each deal.

7
Peep Nap The usual way of settling scores is to distribute an
equal number of chips to all players before the
Adults, Teens, Family / 2,3,4,5,6
game and then settle in chips after each deal.
Rank of Cards
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Agram
The Deal Adults, Teens, Families / 2,3,4,5,6
Each player receives five cards, dealt in a round of
three at a time, then a round of two at a time, or first The Pack
two and then three. The kings, queens, jacks and 2s of all suits and the
ace of spades are removed from the deck. The cards
Bidding of each suit rank, from high to low: A, 10, 9, 8, 7, 6,
Each player in turn, beginning to the dealer’s left, 5, 4, 3. Because the ace of spades (called Chief) is
may make one bid or pass. A bid is the number of removed from the deck, the highest card in the
tricks, out of five, that the player thinks he can win spade suit is the 10.
with a particular suit as trump. A bid of all five
tricks is called Nap The Deal
The dealer will deal six cards to each player, three
The Play at a time.
The highest bidder indicates the trump suit by
making the opening lead, which must be a trump. The Play
Other players must follow suit if possible. A player The player to the left of the dealer leads with a card
who cannot follow suit may trump or discard at of their choice. The next player to the left then
will. A trick is won by the highest card played of follows with their card. If possible they must follow
the suit led, or, if it contains a trump, by the highest suit. However, if they cannot, they may play a card
trump. The winner of a trick leads next. of any suit. If the card played does not belong to the
original suit, it has no value. After all players have
Players create a pool (pot) of chips which is won by played their card, the player who has the highest
the first player to successfully take five tricks on a card of the original suit (suit of the leading card of
Nap bid. Each player puts in an equal number of the round) wins the trick. The winner of the trick
chips to begin the pool; and thereafter, each dealer leads any card from his hand to begin the next trick,
in turn adds the same number of chips each hand. playing it face up on top of the pile. Once again, the
The pool may be further increased by requiring a other players must each play a card of the same suit
player revoking to contribute five chips, and for a as the card that was led, if possible. Otherwise they
lead out of turn, three chips. A player bidding Nap may play any card.
and failing to take five tricks must double the pool.
This continues until six tricks have been played.
One card only is dealt to make a widow, usually on Whoever wins the sixth and last trick wins the
the first round. By adding one chip to the pool, any game.
player may peep at this card before bidding or
passing. The highest bidder may take the widow How to Win
card but must discard one card to reduce his hand to Whoever wins the sixth and last trick wins the
five cards before play begins. game.

How to Win
There is no credit for extra tricks won either by the
bidder or by the opponents beyond what was needed
to make or defeat the bid. If the bidder makes the
bid, he collects from all the other players. If the
bidder is defeated, he pays every player.
8
Pepper fails to make its contract, regardless of the value of
the contract. A team can have a negative score. An
exception to this is the ‘œbig pepper’œ bid. With
Teens, Family, Adults / 2,3,4
this contract, if all the tricks are taken the
contracting side wins 12 points. However, if the
The Pack
contracting side fails to take all six tricks, they are
24 cards containing 9, 10, J, Q, K, and A in each
set back 12 points. The opposing side always scores
suit.
one point for each trick taken.
Rank of Cards
The first team to score 30 or more points wins. If
J (of trump suit, or the Right Bower; high), J (of the
both sides reach 30 or more points on the same
other suit of the same color as the trump suit, or the
hand, the side with the higher score wins. If their
Left Bower), A, K, Q, 10, 9 .
scores are equal, the game is a tie.
Dealing
Cards are dealt one at a time to each player, starting
with the player to the dealer’s left. Each player
receives six cards.

Bidding
Starting with the player to the dealer’s left, each
player can bid or pass. A bid indicates the number
of tricks that a player (with the help of their partner)
will contract to win if allowed to choose either the
trump suit or no trump. The possible bids are the
numbers from one to five; above five is ‘™little
pepper’™ which is a bid to take six tricks, and the
highest bid of all is ‘™big pepper’ which is also a
bid to take six tricks, but the stakes for that hand are
effectively doubled.

Each player in turn must either bid higher than the


previous bid or pass. The auction continues for as
many rounds as necessary, until a bid is passed by
all of the other three players. The highest bidder
then either names a trump suit or chooses ‘™no
trump’™. This fixes the trump suit, if any, for that
hand.

The Play
The highest bidder then makes the opening lead,
and may lead any card. The other players each play
a card (playing clockwise) and must follow suit if
possible. If a player cannot follow suit, they may
play any card. The trick goes to the highest trump
or, if there are no trump cards, to the highest card of
the suit led. The winner of a trick leads to the next
trick.

How to Win
Teams scores one point for each trick taken if it
makes at least its contract, but loses six points if it
9
Forty-Five Object of The Game
The goal is to accumulate the most chips by
winning tricks.
Adults, Teens, Family / 2,4,6
The Play
Rank of Cards
The player on the dealer’s left leads any card. Each
The ace of hearts is always third-best trump. There
player, in turn, must follow suit if possible, or
are 13 trumps when hearts are trump, 14 when any
trump. If unable to follow suit, a player may play
other suit is trump. Rank of spot cards is different in
any card.
red and black suits.
When a lower trump is led, a player is not required
Rank in trump suit:
to follow suit with the five or jack of trumps or the
ace of hearts.
Spades and clubs: 5 (high), J, A, A, K, Q, 2, 3, 4, 6,
7, 8, 9, 10.
A trick containing a trump is won by the highest
trump played. Any other trick is won by the highest
Hearts: 5 (high), J, A, K, Q, 10, 9, 8, 7, 6, 4, 3, 2.
card of the suit led. The winner of each trick leads
next.
Diamonds: 5 (high), J, A, A, K, Q, 10, 9, 8, 7, 6, 4,
3, 2.
How to Win
The side taking three or four tricks scores 5 points;
Rank of cards in plain suits (no trump):
five tricks, 10 points. An alternative system is that
each trick counts 5 points, and the score of the side
Spades and clubs: K (high), Q, J, A, 2, 3, 4, 5, 6, 7,
taking the fewest tricks is deducted from that of the
8, 9, 10.
side taking the most tricks. Thus, three tricks count
5; four tricks, 15; five tricks, 25 points; 45 points is
Diamonds: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2,
game.
A.
Irregularities
Hearts: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
There is a misdeal if too many or too few cards are
dealt, if the dealer exposes a card in dealing, if the
The rule to remember is, Low in black, high in red.
deal begins with an uncut pack (provided a new
deal is demanded before the deal is completed), or if
The Deal
the dealer counts the cards on the table or in the
Deal five cards to each player clockwise - three,
pack. If there is a misdeal, the deal passes to the
then two (or two, then three) in rotation, to the left,
player on the original dealer’s left.
beginning with the player on his left. After the deal
is completed, the next card is turned over to indicate
Irregular hand
trump.
A hand with an incorrect number of cards is dead,
and the other players continue play. However, if a
Robbing the Trump
player has won three tricks with an irregular hand
The player holding the ace of the trump suit may
before it is discovered, he wins the pot.
exchange any card in his hand for the turned card. If
the player does not choose to make this exchange,
Revoke
he must ask the dealer to turn down the trump card,
If there is an illegal exposure of a card after any
thus announcing who holds the ace (otherwise that
player has won two tricks, the offender’s hand is
player’s ace becomes lowest trump, even if it is the
dead, and he does not receive cards until the pot in
ace of hearts). If an ace is turned, the dealer may
progress is won. However, he must still add to the
discard at once and take the ace into his hand after
pot when other players do.
the first trick, or may play with his original hand,
announcing this intention.

10
Sixty-Six leader on each trick must follow suit if possible.
Marriages may still be scored.
Adults, Teens / 2
Closing
Either player may close (end the game), when he
The Pack
has the lead, either before or after drawing, by
The standard 52-card pack is stripped of all cards
turning down the trump card. Thereafter, no cards
except the A, K, Q, J, 10, and 9 of each suit, making
are drawn, and the last trick does not score 10
a total of 24 cards.
points. If either player announces during play that
his score is 66 or more, the play immediately stops
Rank of Cards
and the game is closed.
A (high), 10, K, Q, J, 9.
The player who first reaches 66 scores 1 game
The Deal
point. If he reaches 66 before the opponent gets 33
Deal six cards each, three at a time, beginning with
(a schneider), he scores 2 game points; if before the
your opponent. The thirteenth card is turned up for
opponent gets a trick (a schwarz), he scores 3 game
trump and laid beside undealt cards which become
points. If neither player scores 66, or each has
the stock.
scored 66 or more without announcing it, no one
scores in that hand and 1 game point is added to the
Object of the Game
score of the winner of the next hand.
The goal is to score 66 points as follows:
Marriage in trumps (K, Q announced) 40
If a player closing gets 66 or more, he scores the
Marriage in any other suit (K, Q announced) 20
same as if the game had been played out. If the
Each ace (taken in on tricks) 11
player fails, the opponent scores 2 points. If a player
Each ten (taken in on tricks) 10
closes before his opponent has taken a trick, but
Each king (taken in on tricks) 4
fails to score 66, the opponent scores 3 points.
Each queen (taken in on tricks) 3
Each jack (taken in on tricks) 2
The player who scores 7 game points first, wins.
Winning last trick 10

The Play
The non-dealer leads first. No one is obligated to
follow suit. The higher card of the suit led, or a
trump played to a plain-suit lead, wins the trick. The
winner of the trick draws the top card of the stock
(the opponent taking the next card), and leads for
the next trick.

Either player holding the nine of trumps may


exchange it for a higher trump card at any time,
provided he has previously won a trick, unless the
nine is the last card in the stock. A marriage is
announced by showing the appropriate king and
queen and leading one of those cards. Marriages
may be announced only when one of the two cards
is played - unless a player by showing a marriage
makes his score 66 or more.

The non-dealer may announce a marriage on his


first lead and score it after he wins a trick.

After the stock is exhausted or closed, the non-


11
Hollywood Eights Six Card Golf
Family, Kids, Teens / 2,3,4,5,6,7,8 Adults, Teens, Families, Kids / 2,3,4

The Pack The Pack


The standard 52-card pack is used. Standard 52 card deck

The Deal The Deal


Deal cards clockwise one at a time, face down, Each player is dealt 6 cards face down from the
beginning with the player to the left with each deck. The remainder of the cards are placed face
person receiving five cards. The balance of the pack down, and the top card is turned up to start the
is placed face down in the center of the table and discard pile beside it. Players arrange their 6 cards
forms the stock. The dealer turns up the top card in 2 rows of 3 in front of them and turn 2 of these
and places it in a separate pile; this card is the cards face up. The remaining cards stay face down
‘œstarter.‘œ If an eight is turned, it is buried in the and cannot be looked at.
middle of the pack and the next card is turned.
The Play
The Play The object is for players to have the lowest value of
Starting to the dealer’s left, each participant in turn the cards in front of them by either swapping them
must place one card face up on the starter pile. Each for lesser value cards or by pairing them up with
card played (other than an eight) must match the cards of equal rank.
card showing on the starter pile, either in suit or in
denomination. Thus, if the Q of Clubs is the starter, Beginning with the player to the dealer's left,
any club may be played on it or any Queen. players take turns drawing single cards from either
the stock or discard piles. The drawn card may
If unable to play, cards are drawn from the top of either be swapped for one of that player's 6 cards, or
the stock until a play is possible, or until the stock is discarded. If the card is swapped for one of the face
exhausted. If unable to play when the stock is down cards, the card swapped in remains face up.
exhausted, the player must pass. A player may draw The round ends when all of a player's cards are
from the stock even though there may be a playable face-up.
card in the player’s hand.
A game is nine holes(deals), and the player with the
All eights are wild! That is, an eight may be played lowest total score is the winner.
at any time in turn, and the player need only specify
a suit for it (but never a number). The next player Scoring
must play either a card of the specified suit or an -Each ace counts 1 point.
eight. Each 2 counts minus 2 points.
-Each numeral card from 3 to 10 scores face value.
How to Win -Each jack or queen scores 10 points.
The first player to 100 points wins a game. -Each king scores zero points.
Each eight = 20 points -A pair of equal cards in the same column scores
Ace = 15 points zero points for the column (even if the equal cards
Face cards = 10 points are 2s).
Lower cards = pip value.
How to Win
Set a score sheet up for three simultaneous games. The player with the lowest total score is the winner.
The first hand won by each player is scored only in
Game 1. The second hand won is scored in Games 1
and 2. The third and all subsequent wins are scored
in all three games. When any of these games ends,
Game 4 may be opened up, and so on.
12
Spades with Jokers opening lead, and players must follow suit, if
possible. If a player cannot follow suit, he may play
a trump or discard. The trick is won by the player
Adults, Teens, Family / 2,3,4,5
who plays the highest trump or if no trump was
played, the player who played the highest card in
The Pack
the suit led. The player who wins the trick leads
The standard 52-card pack is used. Two jokers are
next. Play continues untilnone of the players have
added, the Big Joker and Little Joker.
any cards left. Each hand is worth 13 tricks. Spades
cannot be led unless played previously or player to
Rank of Suits
lead has nothing but Spades in his hand.
The Spade suit is always trump.
How to Win
Rank of Cards
For making the contract (the number of tricks bid),
Joker, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
the player scores 10 points for each trick bid, plus 1
point for each overtrick.
Object of the Game is to win at least the number of
tricks bid.
For example, if the player’s bid is Seven and he
makes seven tricks, the score would be 70. If the bid
When the two jokers are used, they are the highest-
was Five and the player won eight tricks, the score
ranking trump cards. The spade suit is comprised of
would be 53 points: 50 points for the bid, and 3
15 cards: the Big Joker outranks the Little Joker
points for the three overtricks. (In some games,
which outranks the ace of spades. For the two- and
overtricks are called bags and a deduction of 100
four-player games, the deuces of clubs and
points is made everytime a player accumulates 10
diamonds should be removed; for the five-player
bags. Thus, the object is always to fulfill the bid
game, all four deuces should be removed; and for
exactly.)
the three-player game, no cards are removed, as 18
cards are dealt to each person and there are 18
If the player breaks contract, that is, if he takes
tricks.
fewer than the number of tricks bid, the score is 0.
For example, if a player bids Four and wins only
The Deal
three tricks, no points are awarded. One of the
The first dealer is chosen by a draw for high card,
players is the scorer and writes the bids down, so
and thereafter the turn to deal proceeds clockwise.
that during the play and for the scoring afterward,
The entire deck is dealt one at a time, face down,
this information will be available to all the players.
beginning on the dealer’s left. The players then pick
When a hand is over, the scores should be recorded
up their cards and arrange them by suits.
next to the bids, and a running score should be kept
so that players can readily see each other’s total
The Bidding
points. If there is a tie, then all players participate in
Each player decides how many tricks he will be
one more round of play.
able to take. The player to the dealer’s left starts the
bidding and, in turn, each player states how many
tricks he expects to win. There is only one round of
bidding, and the minimum bid is One. Every player
must make a bid; no player may pass. No suit is
named in the bid, for as the name of the game
implies, spades are always trump.

The Play
The game is scored by hands, and the winner must
make a certain number of points which is decided
before the game begins. Five hundred points is
common, but 200 points is suitable for a short
game. The player on the dealer’s left makes the
13
Egyptian Rat Screw Jokers: when jokers are used in the game, which
should be determined before gameplay begins.
Family, Kids, Teens, Adults / 2,3,4,5,6,7,8
Anytime someone lays down a joker, the pile can be
slapped.
The Pack
A standard 52 card deck is used and can include
Four in a row: when four cards with values in
Jokers.
consistent ascending or descending order is placed.
Ex: 5, 6, 7, 8 or Q, K, A, 2
The Deal
Deal cards one at a time face down, to each player
Marriage: when a Queen is placed over or under a
until all the cards have been dealt evenly. Without
King Ex: Q, K or K,Q
looking at any of the cards, each player squares up
his hand into a neat pile in front of him.
You must add one or two cards to the bottom of the
pile if you slap the pile when it was not slappable.
The Play
Starting to the left of the dealer players pull the top
Continue playing even if you have run out of cards.
card off their pile and place it face-up in the middle.
As long as you don’t slap at the wrong time, you are
If the card played is a number card, the next player
still allowed to slap in and get cards! Everyone
puts down a card, too. This continues around the
should try to stay in the game until you have a
table until somebody puts down a face card or an
single winner who obtains all the cards
Ace (J, Q, K, or A). When a face card or an Ace is
played, the next person in the sequence must play
How to Win
another face card or an Ace in order for play to
The player who has all of the cards at the end of the
continue. If the next person in the sequence does not
game, wins.
play a face card or an Ace within their allotted
chance, the person who played the last face card or
an Ace wins the round and the whole pile goes to
them. The winner begins the next round of play.

The only thing that overrides the face card or an


Ace rule is the slap rule. The first person to slap the
pile of cards when the slap rule is put into effect is
the winner of that round. If it cannot be determined
who was the first to slap the pile, the person with
the most fingers on top wins.

Slap Rules

Double: when two cards of equivalent value are laid


down consecutively. Ex: 5, 5

Sandwich: when two cards of equivalent value are


are laid down consecutively, but with one card of
different value between them. Ex: 5, 7, 5

Top bottom (or bottoms up): when the same card as


the first card of the set is laid down.

Tens: when two cards played consecutively (or with


a letter card in between) add up to 10. For this rule,
an ace counts as one. Ex: 3, 7 or A, K, 9
14
500 Rum figured as follows: The player is credited with the
point value of all cards that the player has showing
on the table. From this figure is subtracted the point
Family,Adults,Teens / 2,3,4,5,6,7,8
value of all cards remaining in his hand. The
difference is added or subtracted from the player’™s
Rank of Cards
score. For example: If the cards showing for a
Ace (high or low), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2,
player total 87 points, and the cards left in the
A.
player’™s hand total 90 points, 3 points are
subtracted from the player’™s previous net score.
Object of the Game
To score points by laying down and laying off cards
The first player whose score reaches +500 wins the
as in regular Rummy, in matched sets of three or
game and collects from each opponent the
four, and in sequences of three or more cards of the
difference between their final scores.
same suit.
If two or more players reach 500 on the same hand,
The Deal
the one with the highest score is the winner.
Deal seven cards to each player (except in the two
player game, in which each player receives 13
cards).

The Play
Place undealt cards face down in the center of the
table, forming the stock. The top card is turned face
up and is placed beside the stock as the up card to
start the discard pile. The discard pile should be
slightly spread, so that players can readily see all
the cards it contains. Each player, beginning with
the player to the left of the dealer, may draw either
the top card of the stock or any card from the
discard pile.

There are two conditions when drawing a card from


the discard pile: 1) the player must take all the cards
above the selected card and 2) the drawn card must
immediately be used, either by laying it down in a
set or by laying it off on a set already on the table.
The remaining cards taken with the discard may be
melded in the same turn or simply added to the
player’™s hand.

Each player in turn, after drawing but before


discarding, may lay down any matched set or may
lay off any card that matches a set already on the
table.

Cards that are laid off are kept on the table in front
of the player. Sequences may not go round the
corner; thus, A, K, Q or A, 2, 3 may be melded, but
not K, A, 2.

When any player gets rid of all his cards, the play
immediately ends. Each player’™s score is then
15
Booray Just to clarify, the player who wins the most tricks
wins the pot.
Family, Teens, Adults / 4,5,6,7
Rolling Stone
The Deal
Combine two decks of cards. Shuffle before dealing Family, Teens / 4,5,6
out ten piles of five cards each into rows. The first
four cards of each pile are dealt face down, the top Leave all Thirty-Two cards on the table to win.
cards face up.
The Deal
The Play Combine two decks of cards. Shuffle before dealing
For each deal, players ante to a pot. out ten piles of five cards each into rows. The first
four cards of each pile are dealt face down, the top
Five cards are dealt to each player, one at a time, cards face up.
face down, beginning with the player on the left.
The dealer then turns up the next card, which is The Pack
designated the trump suit, and then he announces For four players, the sixes down through twos are
this suit. removed, leaving a 32-card pack. For five players,
the fours, threes, and twos are removed, leaving 40
Any player, after looking at his cards, may drop out cards. For six players, only the twos are removed.
of the hand and forfeit his ante by placing all five The Deal Deal eight cards to each player, dealt one
cards face down. Otherwise, a player may stay in at a time clockwise, starting with the player to the
and have a chance to win the pot, or perhaps sustain left.
additional losses. Each active player, beginning on
the dealer’™s left, now discards one to four cards The Play
and receives replacements from the deck, or stands The player to the dealer’™s left leads first and may
pat. play any card. The next player must follow suit if
possible. A player who cannot follow suit must pick
When the draw is completed, the player on the up all the cards played so far and add them to his
dealer’™s left leads and the cards are played out in hand. That player then leads any card to start a new
tricks (one card from each player in turn). The round.
leader must lead his highest trump if he has the ace,
king, or queen. To each trick, a player in turn must: If everyone follows suit, the player who played the
highest card collects the trick, but places it in a
1. Follow suit, if possible. waste pile. These cards do not count as part of the
2. Play a higher card than any previously played, if cards in the player’™s hand, so, the only advantage
possible. in winning a trick is that the player may lead the
3. Play a trump, if unable to follow suit. suit of his choice next.
4. Play any card, if unable to follow suit or trump.
How to Win
A trick is won by the highest card of the suit led The player who succeeds in getting rid of all his
unless a trump is played, in which case the highest cards first, wins the game
trump wins. The winner of a trick leads next. The
player may lead any card unless he holds the ace,
king or queen of trumps, in which case one of these
three cards must be led.

How to Win
The goal is to win at least one trick and the primary
object is to win each pot by taking the most tricks.

16
Hearts player scores zero and each of his opponents score
an additional 26 points.
Adults, Family, Teens / 3,4,5,6,7
Euchre
The Deal
Deal the cards one at a time, face down, clockwise. Adults, Family, Teens / 4
In a four-player game, each is dealt 13 cards; in a
three-player game, the 2 of diamonds should be Euchre is an offshoot of Juckerspiel, a game that
removed, and each player gets 17 cards; in a five- became widely popular throughout Europe during
player game, the 2 of diamonds and 2 of clubs the Napoleonic era. In the 1800s, it became one of
should be removed so that each player will get 10 the most popular card games in America and
cards. Australia. Euchre (and its variations) is the reason
why modern card decks were first packaged with
The Play jokers, a card originally designed to act as the right
The player holding the 2 of clubs after the pass and left bowers (high trumps).
makes the opening lead. If the 2 has been removed
for the three handed game, then the 3of clubs is led. Special Euchre decks are available, or the standard
Each player must follow suit if possible. If a player 52-card pack can be stripped to make a deck of
is void of the suit led, a card of any other suit may thirty two cards (A, K, Q, J, 10, 9, 8, 7 of each suit),
be discarded. or 28 cards (7s omitted), or 24 cards (7s and 8s
omitted). In some games, a joker is added.
However, if a player has no clubs when the first
trick is led, a heart or the queen of spades cannot be Rank of Cards
discarded. The highest card of the suit led wins a The highest trump is the Jack of the trump suit,
trick and the winner of that trick leads next. There is called the right bower. The second-highest trump is
no trump suit. The winner of the trick collects it and the Jack of the other suit of the same color called
places it face down. Hearts may not be led until a the left bower. (Ex: If diamonds are trumps, the
heart or the queen of spades has been discarded. right bower is J♦ and left bower is J♥.) The
The queen does not have to be discarded at the first remaining trumps, and also the plain suits, rank as
opportunity. The queen can be led at any time. follows: A (high), K, Q, J, 10, 9, 8, 7. If a joker has
been added to the pack, it acts as the highest trump.
How to Win
At the end of each hand, players count the number The Deal
of hearts they have taken as well as the queen of Beginning to the left of the dealer, each player
spades, if applicable. Hearts count as one point each receives five cards. The dealer may give a round of
and the queen counts 13 points. three at a time, then a round of two at a time. After
the first deal, the deal passes to the player on the
Each heart - 1 point dealer’™s left.
The Q - 13 points
The Turn-Up
The aggregate total of all scores for each hand must After dealing place the rest of the pack in the center
be a multiple of 26. of the table and turn the top card face up. If turn-up
is accepted as trump by any player, the dealer has
The game is usually played to 100 points (some the right to exchange the turn-up for another card in
play to 50). When one player hits the agreed upon his hand.
score or higher, the game ends; and the player with
the lowest score wins. Making the Trump - Starting to the left of the
dealer, each player passes or accepts the turn-up as
When a player takes all 13 hearts and the queen of trump.
spades in one hand, instead of losing 26 points, that
The dealer signifies refusal of the turn-up by
17
removing the card from the top and placing it (face Partnership or lone hand is euchred, opponents
up) partially underneath the pack; this is called score 2
turning it down.

If all four players pass in the first round, each player


Spoil Five
starting to the dealer’s left, has the option of passing
Adults, Teens, Family / 2,3,4,5,6
again or of naming the trump suit. The rejected suit
may not be named. Declaring the other suit of the
Rank of Cards
same color as the reject is called making it next;
The ace of hearts is always third-best trump. There
declaring a suit of opposite color is called crossing
are 13 trumps when hearts are trump, 14 when any
it.
other suit is trump. Rank of spot cards is different in
red and black suits.
If all four players pass in the second round, the
cards are gathered and shuffled, and the next dealer
Rank in trump suit:
deals. Once the trump is fixed, either by acceptance
of the turn-up or by the naming of another suit, the
Spades and clubs: 5 (high), J, A, A, K, Q, 2, 3, 4, 6,
turn-up is rejected, the bidding ends and play
7, 8, 9, 10.
begins.
Hearts: 5 (high), J, A, K, Q, 10, 9, 8, 7, 6, 4, 3, 2.
Playing Alone
If the player who fixes the trump suit believes it will
Diamonds: 5 (high), J, A, A, K, Q, 10, 9, 8, 7, 6, 4,
be to his side’s advantage to play without the help
3, 2.
of his partner’s cards, the player exercises this
option by declaring alone distinctly at the time of
Rank of cards in plain suits (no trump):
making the trump. This player’s partner then turns
his cards face down and does not participate in the
Spades and clubs: K (high), Q, J, A, 2, 3, 4, 5, 6, 7,
play.
8, 9, 10.
Object of the Game
Diamonds: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2,
The goal is to win at least three tricks. If the side
A.
that fixed the trump fails to get three tricks, it is said
to be euchred. Winning all five tricks is called a
Hearts: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
march.
The rule to remember is, Low in black, high in red.
The PlayThe opening lead is made by the player to
the dealer’s left, or if this player’s partner is playing
The Deal
alone, it is made by the player across from the
Deal five cards to each player clockwise - three,
dealer. If he can, each player must follow suit to a
then two (or two, then three) in rotation, to the left,
lead. If unable to follow suit, the player may trump
beginning with the player on his left. After the deal
or discard any card. A trick is won by the highest
is completed, the next card is turned over to indicate
card of the suit led, or, if it contains trumps, by the
trump.
highest trump. The winner of a trick leads next.
Robbing the Trump
How to Win
The player holding the ace of the trump suit may
The following shows all scoring situations:
exchange any card in his hand for the turned card. If
the player does not choose to make this exchange,
Partnership making trump wins 3 or 4 tricks 1
he must ask the dealer to turn down the trump card,
Partnership making trump wins 5 tricks 2
thus announcing who holds the ace (otherwise that
Lone hand wins 3 or 4 tricks 1
player’s ace becomes lowest trump, even if it is the
Lone hand wins 5 tricks 4
ace of hearts). If an ace is turned, the dealer may
discard at once and take the ace into his hand after
18
the first trick, or may play with his original hand, dead, and he does not receive cards until the pot in
announcing this intention. progress is won. However, he must still add to the
pot when other players do.
Object of The Game
The goal is to accumulate the most chips by
winning tricks.
Cinch
Adults, Teens, Family / 4
The Play
The player on the dealer’s left leads any card. Each
Once the most popular game of the All Fours
player, in turn, must follow suit if possible, or
family, Cinch eventually gave way to Auction
trump. If unable to follow suit, a player may play
Bridge and finally to Contract Bridge among
any card.
serious card players.
When a lower trump is led, a player is not required
Rank of Cards
to follow suit with the five or jack of trumps or the
In trumps, the rank A (high), K, Q, J, 10, 9, 8, 7, 6,
ace of hearts.
5 (Right Pedro), 5 of same color as trumps (Left
Pedro), 4, 3, 2. In the other two suits, the rank is A
A trick containing a trump is won by the highest
(high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
trump played. Any other trick is won by the highest
card of the suit led. The winner of each trick leads
The Shuffle and Cut
next.
From a shuffled pack spread face down, all players
draw, and in a partnership game the two high cards
How to Win
play against the two low. The person with the
Before every hand, players put one chip each into a
highest card has the choice of cards and seats. Any
pot. The pot may be taken by the first player to win
player may shuffle; the dealer shuffles last, and the
three tricks in any deal. However, that player also
player to the dealer’s right cuts, leaving at least four
has the option of continuing to play after winning
cards in each packet. The deal passes to the left
three tricks. In that case, he must win all five tricks.
after each hand.
If he does, that player wins the pot plus one chip
from each opponent. If he does not win all five
The Deal
tricks, the player wins nothing, and the pot rolls
The dealer completes the cut and deals three cards
over to the next hand.
at a time to each player clockwise, beginning with
the player on his left until each player has nine
Irregularities
cards.
There is a misdeal if too many or too few cards are
dealt, if the dealer exposes a card in dealing, if the
The Bidding
deal begins with an uncut pack (provided a new
The player on the dealer’s left bids first, and each
deal is demanded before the deal is completed), or if
player has one turn to bid (or pass). Each bid must
the dealer counts the cards on the table or in the
top the preceding bid. The highest possible bid is
pack. If there is a misdeal, the deal passes to the
14, which represents all the points in play.
player on the original dealer’s left.
Drawing and Discarding
Irregular Hand
The high bidder names the trump, and each player
A hand with an incorrect number of cards is dead,
then discards all cards but trumps from his hand.
and the other players continue play. However, if a
The dealer gives each player in rotation enough
player has won three tricks with an irregular hand
cards to fill out each hand to six cards. Then the
before it is discovered, he wins the pot.
dealer discards and robs the pack - that is, he looks
through the undealt cards and selects any cards
Revoke
there to fill out his own hand to six cards.
If there is an illegal exposure of a card after any
player has won two tricks, the offender’s hand is
Each player except the dealer must discard all cards
19
but trumps (though there is no prescribed penalty opponent, if a card is dealt face up; or if the shuffle
for failure to do so). If a player is forced to discard a or cut was improper, provided this is noticed before
trump, due to having seven or more trumps, he must the deal is completed.
show the discarded trump to the other players, after
which the card is out of play. Misdeal
The dealer loses the deal, which passes to the left, if
A player may change his discard until he has looked he gives too many or too few cards to any player
at any card dealt to him in the draw, but thereafter and this is discovered before the first bid is made.
the discard may not be changed. If he has discarded Incorrect hand. A player with too few cards must
a trump, it must be shown, and then becomes a dead play on; a player with too many cards must offer the
card. (If a scoring card is discarded in error by an hand, face down, and an opponent draws out the
opponent of the high bidder, it is later scored for the excess cards, which are shuffled back into the pack.
high bidder’s side.)
Bid out of Turn
Object of The Game Neither member of the offending side may bid
The goal is to win tricks with the scoring cards, thereafter, but any bid previously made stands.
each of which counts for the side or player winning
it, as follows: High, 1; Low, 1; Jack, 1; 10 of trumps Lead or Play Out of Turn
(Game), 1; each pedro, 5; making a total of 14 The card must be withdrawn on demand of an
points. opponent if neither opponent has played to the trick.
If a lead out of turn was made when it was the
The Play offender’s partner’s turn to lead, the offender’s
The high bidder leads first and may lead any card. right-hand opponent may require him to lead or not
Each player must follow suit to a trump lead, if to lead a trump.
possible. If unable to follow suit, a player may play
any card. On any other lead, a player may follow Revoke
suit or trump, as desired. Any trick containing a Play continues, but the offending side may not score
trump is won by the highest trump played; any other in that hand, and if the offender is an opponent of
trick is won by the highest card of the suit led. the bidder, the bidder cannot be set.

Scoring or How to Win Sir Garnet


If the bidding side wins at least as many points as it
has bid, the side with the higher count scores the
Adults, Teens / 2,3,4,5,6
difference between the two counts. Thus, either the
bidding or the non-bidding side may score. If the
Rank of Cards
bidding side does not make its contract, the non-
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
bidding side scores 14 plus the number of points by
which the bidding side fell short. Example: The bid
The Deal
is 6, and the bidding side wins 6 points, and the
Each player receives five cards, dealt in a round of
opponents win 8 points. The opponents score 2
three at a time, then a round of two at a time, or first
points for that hand. Another example: The bid is 8,
two and then three. An extra hand of five cards is
and the bidding side wins 7 points, and the
dealt to the right of the dealer’s location.
opponents win 7 points; in this case, the opponents
score 15 points.
Bidding
Instead of making the usual bid, each player in turn
Game is won by the first player or side to reach 51
to the left may pick up the extra hand and place it
points.
with the five cards he originally had. From these ten
cards, the player picks out any five and discards the
Irregularities
others without revealing them. The player is then
New deal The same dealer deals again if a card is
obliged to bid Nap (a bid of all five tricks is called
found face up in the pack; or, on demand of an
Nap), but if he fails to make the bid, that player
20
must pay double the normal penalty one card is face up on a tableau pile, all such cards
must be moved as a unit. When there is no face-up
The Play card left on a pile, the top face-down card is turned
The highest bidder indicates the trump suit by up and becomes available.
making the opening lead, which must be a trump.
Other players must follow suit if possible. A player Only a king may fill an open space in the layout.
who cannot follow suit may trump or discard at
will. A trick is won by the highest card played of The player turns up cards from the top of the stock
the suit led, or, if it contains a trump, by the highest in groups of three, and the top card of the three may
trump. The winner of a trick leads next. be used for building on the piles, if possible, played
on a foundation. If a card is used in this manner, the
How to Win card below it becomes available for play. If the up-
There is no credit for extra tricks won either by the card cannot be used, the one, two, or three cards of
bidder or by the opponents beyond what was needed the group are placed face up on the waste pile, and
to make or defeat the bid. If the bidder makes the the next group of three cards is turned up.
bid, he collects from all the other players. If the
bidder is defeated, he pays every player. How to Win
The goal is to get the four suits built onto the
The usual way of settling scores is to distribute an foundations from aces up through kings.
equal number of chips to all players before the
game and then settle in chips after each deal.
Pinochle
Klondike Adults / 2

Adults, Teens / 1 The Pack and Rank of Cards A 48-card Pinochle


pack is used. It consists of: A (high), K, Q, J, 10, 9
The Deal (low) in each of the four suits, with two of each
Deal out 28 cards in seven piles as follows: The first card. Less frequently, a 64-card Pinochle pack is
pile is one card; the second pile has two cards, and used, which includes 8s and 7s as well.
so on up to seven in the last pile. The top card of
each pile is face up; all others are face down. The Deal Deal 12 cards to each player, starting
from the left, three or four cards at a time. The next
The Pack card is turned up and placed on the table; it is the
For four players, the sixes down through twos are trump card and every card of that suit is a trump.
removed, leaving a 32-card pack. For five players, The remainder of the pack forms the stock and is
the fours, threes, and twos are removed, leaving 40 placed face down.
cards. For six players, only the twos are removed.
The Deal Deal eight cards to each player, dealt one Object of the Game The goal is to win tricks, so as
at a time clockwise, starting with the player to the to score the value of cards taken in on tricks, and to
left. meld certain combinations of cards having values in
points.
The Play
The four aces form the foundations. As it becomes The values of cards taken in on tricks are:
available, each ace must be played to a row above Each ace 11
the piles. Cards in the appropriate suit are then Each ten 10
played on the aces in sequence - the two, then the Each king 4
three, and so on - as they become available. Each queen 3
Each jack 2
Any movable card may be placed on a card next- Last trick 10
higher in rank if it is of opposite color. Example: A Nines (and 8s and 7s, when the 64-card pack is
black five may be played on a red six. If more than used) have no point value.
21
Ex. A player may not put down K♦ , Q♦ , J♦ and
The values of the melds are: score both for the marriage and for the pinochle;
Class A only one meld may be made in any turn. The player
A, K, Q, J, 10 of trump suit (flush, or sequence) 150 may put down Q♦ and J♦ for 40 points; and, after
K, Q of trump (royal marriage) 40 winning a subsequent trick, he may add the K♦ and
K, Q of any other suit (marriage) 20 score for the marriage.
Dix (lowest trump; pronounced deece) 10
Once a card has been melded and placed on the
Class B table, it may be played to a trick as though it were
A♦ , A♥, A♦, A♦ (100 aces) 100 in the holder’s hand; however, after it has been
K♦ , K♥, K♦, K♦ (80 kings) 80 played, it may no longer be used to form a new
Q♦ , Q♥, Q♦, Q♦ (60 queens) 60 meld.
J♦ , J♥, J♦, J♦ (40 jacks) 40
Melding the dix. If the dealer turns a dix
Class C (pronounced deece) as the trump card, he scores 10
Q♦ , J♦ (pinochle) 40 points immediately. Thereafter, a player holding a
dix may count it merely by showing it upon
(The dix is the nine of trumps if the 48-card pack is winning a trick. He may count the dix and make
used; it is the seven of trumps if the 64-card pack is another meld in the same turn. The holder of the dix
used.) has the right to exchange it, upon winning a trick,
for the trump card.
The Play
Each trick consists of a lead and a play. The non- The Playoff. The winner of the twelfth trick may
dealer leads; thereafter the winner of each trick meld if possible, and then must draw the last face-
leads next. When a trump is led, it wins the trick down card of the stock. He shows this card to his
unless the opponent plays a higher trump. When opponent, who draws the trump card (or the dix, if
any other suit is led, the card led wins unless the the exchange has been made). The winner of the
opponent plays a higher card of the same suit or a preceding trick now leads, and the rules of the play
trump. The leader may lead any card, and the are as follows: each player must follow suit to the
opponent may play any card. It is not necessary to card led if possible, and must try to win when a
follow suit. trump is led (by playing a higher trump). A player
who cannot follow suit must trump if he has a
After each trick, each player draws a card from the trump. In this manner the last 12 tricks are played,
top of the stock to restore his hand to 12 cards; the after which the players count and score the points
winner draws first. they have won in their tricks and melds.

Melding How to Win


Upon winning a trick, and before drawing from the Scoring. The score may be kept with pencil and
stock, a player may meld any one of the paper, or chips may be used. If chips are used, there
combinations that have value, as previously may be a central pile from which each player draws
described. He makes his meld by placing the cards enough chips to represent the number of points he
face up on the table, where they remain until he scores. Alternatively, each player may be provided
wishes to play them, or until the stock is exhausted. with chips representing 1000, from which the
Melding is subject to the following restrictions: appropriate chips are removed as points are scored.
1) Only one meld may be made in a turn.
2) For each meld, at least one card must be taken Melds are scored when they are made. Scores for
from the hand and placed on the table. cards taken in tricks are added after the play is
3) A card once melded may be melded again, only complete and the cards are counted. In this count, 7
in a different class, or in a higher-scoring meld of points or more count as 10. Example: 87 points
the same class. count as 90. If one player scores 126 and the other
124, or if each scores 125, they count only 120

22
each; the other 10 points are lost. forming the stock.

Game. Every deal may constitute a game. The The top card of the stock is turned face up and
player who scores the most points wins. becomes the upward. It is placed next to the stock to
start the discard pile.
Alternatively, a match can be played to 1,000
points, playing a series of deals. When one player When two people play, the winner of each hand
has scored 1,000 or more, and the other player less deals the next. When more than two play, the deal
than 1,000, the former wins the game. If at the end passes to next the player on the left.
of the play of any hand each player has 1,000 or
more, play continues for a game of 1,250, even if Object of the Game
one player has, for example, 1,130, while the other Each player tries to form matched sets consisting of
has only 1,000. If both players go over 1,250 at the groups of three or four of a kind, or sequences of
end of the hand, the play continues for a 1,500-point three or more cards of the same suit.
game, and so on. However, this seldom happens
because either player has the right, during the play, The Play
to declare himself out. Beginning with the player to the left of the dealer,
players either draw the top card of the stock or takes
Declaring Out. At any time during the play, a player the top card of the discard pile and adds it to his
may declare out. At that point, play stops and his hand. The player may also lay down on the table,
tricks are counted. If, in fact, the player has 1000 face up, any meld (matched set). If the player does
points or more, he wins the game - even if the not wish to lay down a meld, he discards one card,
opponent has more. If the claimant has fewer than face up, onto the discard pile. If the player has
1,000 points, he loses the game. If the game has drawn from the discard pile, he may not discard the
been increased to 1,250 points, 1,500 points, or a same card on that turn.
higher score, a player may declare out at that figure.
Laying off
A player may add one or more from his hand to any
Rummy matched set already shown on the table. Thus, if
threes are showing, he may add the fourth three; if
Adults / 2,3,4,5,6
10, 9, 8 are showing, he may add J, or Q, J, 7, or 7,
6.
Rummy is still one of the best-known card games in
the United States, though in many regions it has
Going out
been superseded by Gin Rummy and Oklahoma
When a player gets rid of all his cards, he wins the
Gin. Rummy works better than Gin Rummy when
game.
there are more than two players. A pleasing feature
of the game is that it is so simple to play and has
If all his remaining cards are matched, the player
many variations.
may lay them down without discarding on his last
turn. This ends the game and there is no further
Rank of Cards
play.
K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. (In many
forms of Rummy, the ace may rank either high or
If the last card of the stock has been drawn and no
low.)
player has gone out, the next player in turn may
either take the top of the discard pile, or may turn
The Deal
the discard pile over to form a new stock (without
Dealer gives one card at a time face down,
shuffling it) and draw the top card. Play then
beginning with the player on the left. When two
proceeds as before.
people play, each person gets 10 cards. When three
or four people play, each receives seven cards;
How to Win
when five or six play, each receives six cards. The
Each player pays to the winner the pip value of the
remaining cards are placed face down on the table,
23
cards remaining in his hand, whether the cards form whether to stand (not ask for another card) or hit
matched sets or not. Face cards count 10 each, aces (ask for another card in an attempt to get closer to a
1 each, and every other card its pip value. count of 21, or even hit 21 exactly). Thus, a player
may stand on the two cards originally dealt him, or
A player goes rummy when he gets rid of all cards he may ask the dealer for additional cards, one at a
in his hand at once, without previously having put time, until he either decides to stand on the total (if
down or laid off any cards. In this event, every other it is 21 or under), or goes bust (if it is over 21).
player pays him double - twice what his opponents
would otherwise owe. dealer’s Play
When the dealer has served every player, his face-
down card is turned up. If the total is 17 or more, he
Blackjack must stand. If the total is 16 or under, he must take a
card. He must continue to take cards until the total
Adults / 2,3,4,5,6,7,8
is 17 or more, at which point the dealer must stand.
If the dealer has an ace, and counting it as 11 would
With the exception of Poker, Blackjack is the most
bring his total to 17 or more (but not over 21), he
popular gambling card game. Equally well known
must count the ace as 11 and stand.
as Twenty-One, the rules are simple, the play is
thrilling, and there is opportunity for high strategy.
Splitting Pairs
In fact, for the expert player who mathematically
If a player’s first two cards are of the same
plays a perfect game and is able to count cards, the
denomination, such as two jacks or two sixes, he
odds are sometimes in that player’s favor to win.
may choose to treat them as two separate hands
when his turn comes around. The amount of his
Object of the Game
original bet then goes on one of the cards, and an
Counting any ace as 1 or 11, as a player wishes, any
equal amount must be placed as a bet on the other
face card as 10, and any other card at its pip value,
card. The player first plays the hand to his left by
each participant attempts to beat the dealer by
standing or hitting one or more times; only then is
getting a count as close to 21 as possible, without
the hand to the right played.
going over 21.
Doubling Down
The Deal
Another option open to the player is doubling his
When all the players have placed their bets, the
bet when the original two cards dealt total 9, 10, or
dealer gives one card face up to each player in
11. When the player’s turn comes, he places a bet
rotation clockwise, and then one card face up to
equal to the original bet, and the dealer gives him
himself. Another round of cards is then dealt face
just one card, which is placed face down and is not
up to each player, but the dealer takes his second
turned up until the bets are settled at the end of the
card face down. Thus, each player except the dealer
hand. With two fives, the player may split a pair,
receives two cards face up, and the dealer receives
double down, or just play the hand in the regular
one card face up and one card face down.
way. Note that the dealer does not have the option
of splitting or doubling down.
Naturals
If a player’s first two cards are an ace and a ten-
Insurance
card (a picture card or 10), giving him a count of 21
When the dealer’s face-up card is an ace, any of the
in two cards, this is a natural or blackjack. If the
players may make a side bet of up to half the
dealer’s face-up card is a ten-card or an ace, he
original bet that the dealer’s face-down card is a
looks at his face-down card to see if the two cards
ten-card, and thus a black jack for the house. Once
make a natural. If the face-up card is not a ten-card
all such side bets are placed, the dealer looks at his
or an ace, he does not look at the face-down card
hole card. If it is a ten-card, it is turned up, and
until it is the dealer’s turn to play.
those players who have made the insurance bet win
and are paid double the amount of their half-bet - a
Drawing
2 to 1 payoff. When a blackjack occurs for the
The player to the left goes first and must decide
24
dealer, of course, the hand is over, and the player’s How to Win
main bets are collected - unless a player also has Get those foundations built, if you can.
blackjack, in which case it is a stand-off. Insurance
is invariably not a good proposition for the player,
unless he is quite sure that there are an unusually
Preference
high number of ten-cards still left undealt.
Adults / 3,4,5,6,7,8
How to Win
Rank of Cards
Again, counting any ace as 1 or 11, as a player
A (high), K, Q, J, 10, 9, 8, 7.
wishes, any face card as 10, and any other card at its
pip value, each participant attempts to beat the
Rank of Suits
dealer by getting a count as close to 21 as possible,
Hearts is the highest suit, followed by diamonds,
without going over 21.
clubs, and then spades which is low. Hearts is
known as the preference suit.

The Deal
Streets and Alleys Deal cards clockwise in packets of three, face down,
clockwise, to each player. The dealer then deals a
Adults, Teens / 1 widow of two cards, face down, to the center of the
table. Finally, the dealer deals each player a packet
Object of the Game of four cards and another packet of three cards.
The goal is to get all cards built onto the Each player should have a hand of 10 cards, so that
foundations. along with the two-card widow, all 32 cards are
distributed.
The Deal
A column of four cards is dealt to the center of the Object of the Game
table, slightly to the left. A column of four cards is Each player attempts to make the highest bid and
then dealt to the right of center, leaving room then fulfill it.
between these two columns for another column. All
cards are dealt face up. The player continues Stakes
dealing the cards in columns of four alternately to Chips are used and the players must agree
the left and right, overlapping outward from the beforehand how many chips will be placed in the
center with the cards already dealt. The entire pack pot, how many chips will be paid from the pot to the
is dealt out, so that each row on the left will contain successful bidder, and finally, how many will be
seven cards and each row on the right, six cards. paid to the pot by a bidder who fails to fulfill his
contract.
Foundations
The four aces form the foundations. As each ace is Bidding
released, it is moved into the center between the left The bidding in this game is only for the right to
and right rows that were dealt. The foundations are name the trump suit, not for the number of tricks
built up in suit and sequence. expected to be won.

Building Starting with the player to the dealer’s left, each


Only the outermost card of each row is available for player either bids a suit or passes. A player bids the
transfer. A card may be moved onto the outer end of suit he would prefer to use as trumps in order to
a row, provided that it is in descending sequence make at least six tricks. Players bid only once, and
with the card there, regardless of suit. Example: The any subsequent bid must be in a higher-ranking suit.
5 may be placed on 6♦, 6♥, 6♦, or 6♦ . Any If all the players pass on the first round, there is a
available card may be placed on a space. second round of bidding. For this extra round, a
player either passes or, in turn, places extra chips in
the pool. The person who puts in the highest
25
number of chips wins the bid and names the trump The top card of the waste pile is always available
suit. The winning bidder then has the option of for building onto the piles or foundations. The
discarding two cards and picking up the two-card player may overlap the waste pile cards so that all
widow to add to his hand. (When a bid is made on of them can be seen.
the first round, the widow is left unused.)
All aces are placed in a Foundation row above the
The Play Ten dealt piles as soon as the player can release
The player to the left of the winning bidder leads them from the piles.
first. A player must follow suit if possible. If not, he
may trump or discard. The highest trump or the Only the top card of a pile may be moved. The
highest card of the suit led wins the trick. The removal of a card releases the one below it. A card
winner of a trick leads next. may be placed only on a card of the opposite color
and next-lower in rank.
How to Win
When all 10 tricks have been played, the players Example: A 7 of Clubs may be placed only on 6 of
settle their scores. Hearts .

If the bidder fulfills his bid by taking six or more A king may not be built on an ace, and aces must be
tricks, he receives the agreed-upon amount of chips placed as foundations as soon as possible.
from the pot. If the player fails to take at least six
tricks, he puts an agreed-on number of chips into Foundations are built up in suit and sequence from
the pot. ace through king.

When any of the ten piles is entirely cleared away,


any movable card may be placed in the space.
Emperor How to Win
Build all eight foundations from ace up through
Adults, Teens / 1
king.
Object of the Game
The goal is to get all eight foundations built up from Whist
ace through king.
Adults / 4
The Deck
Two standard 52-card packs are used and they are Whist is the direct forerunner of Bridge and is of
shuffled together. English origin. Before the days of auction bridge
and contract bridge it was a very popular game
The Deal indeed, but today Whist has been superseded by
Deal Ten piles of four cards each, dealt by rows, the Bridge.
first three rows face down, and the last row face up.
Remaining cards are placed in a pile to form the Number of players
Stock. Four people can play in partnerships of two against
two.
The Play
Cards are turned up one at a time from the top of the The Pack
stock and may be placed on the piles or foundations. The standard 52-card pack is used. As in many
bridge games, two packs of cards of contrasting
Cards from the stock that cannot be used are placed back design are recommended. While one pack is
face up in a pile below the rows to form the waste being dealt, the other can be shuffled for the next
pile. deal.

26
Rank of Cards
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. (In Object of the Game
drawing for partners and deal, however, ace is low.) The goal is to be the player with the most chips at
the end of the game.
The Deal
The dealer gives each player one card at a time, face The Ante
down, beginning with the player on his left, until he Chips are distributed to the players, and each player
comes to the last card. The last card is the trump places one chip in the center of the table to form a
card. pool or pot.

The Trump Card The Draw


The dealer places the last card of the pack face up Any player deals the cards one at a time, face up, to
on the table before him, and every card of its suit the players in turn and the player with the highest
becomes a trump. When it is the dealer’s turn to card deals first.
play to the first trick, he picks up the trump card and
it becomes part of the dealer’s hand. The Shuffle, Cut and Deal
Any player may shuffle, the dealer shuffles last, and
Object of the Game the player to the dealer’s right cuts the cards. The
Each of the partnerships tries to score points by dealer gives five cards, one at a time, face down, to
taking any trick in excess of six. The partnership each player in turn, beginning with the player on his
with the most points at the end of play wins the left. (Some deal only four cards to a player. This is
game. necessary if there are more than eight players.)

The Play The Betting


The turn to play is in clockwise rotation. The player After looking at his cards, the player on the dealer’s
on the dealer’s left leads first and may play any left may bet any number of chips up to the number
card. Each player in turn plays a card, following suit of chips in the pot at the time. A player who does
if possible. If he cannot follow suit, a player may not wish to bet may forfeit one chip to the pot. No
play any card. Four cards played (including the card bet may exceed the number of chips already in the
led) constitute a trick. pot.

A trick is won by the person who played the highest When the player has placed his bet, the dealer turns
trump. Any trick not containing a trump is won by up the top card from the remainder of the pack. If
the person who played the highest card of the suit the player who bet has a card of the same suit and of
led. The winner of each trick leads next. higher rank, he shows the card and takes back the
amount of his bet, plus an equivalent amount from
How to Win the pot. If he has no card that beats the card shown,
Each odd trick (a trick in excess of six) counts one he must show his entire hand, and the amount of his
point for the side winning it. bet is added to the pot. The next player in turn then
places a bet, another card is turned, and the same
procedure is followed until all players, including the
Red Dog dealer, have bet.
Adults / 2,3,4,5,6,7,8
If at any time the pot has no more chips in it
(because a player has bet the pot and won), each
A gambling game that depends a lot on luck, Red
player again puts in one chip to restore the pot.
Dog is not popular in casino play, but is often
played at home just for fun - the stakes are
When every player has had a chance to bet, the turn
meaningless
to deal passes to the player on the dealer’s left.
Rank of Cards
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
27
How to Win Laying off
Be extremely. A player may add one or more from his hand to any
matched set already shown on the table. Thus, if
threes are showing, he may add the fourth three; if
Boat House Rum 10, 9, 8 are showing, he may add J, or Q, J, 7, or 7,
6.
Adults / 2,3,4,5,6
Going out
Rank of Cards
When a player gets rid of all his cards, he wins the
K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. (In many
game.
forms of Rummy, the ace may rank either high or
low.)
If the last card of the stock has been drawn and no
player has gone out, the next player in turn may
The Deal
either take the top of the discard pile, or may turn
Dealer gives one card at a time face down,
the discard pile over to form a new stock (without
beginning with the player on the left. When two
shuffling it) and draw the top card. Play then
people play, each person gets 10 cards. When three
proceeds as before.
or four people play, each receives seven cards;
when five or six play, each receives six cards. The
How to Win
remaining cards are placed face down on the table,
A player pays only for cards in his which does not
forming the stock.
form matched sets. He pays the pip value of all
unmatched cards, with the ace counting as 11 points
The top card of the stock is turned face up and
becomes the upcard. It is placed next to the stock to
A player goes rummy when he gets rid of all cards
start the discard pile.
in his hand at once, without previously having put
down or laid off any cards. In this event, every other
When two people play, the winner of each hand
player pays him double - twice what his opponents
deals the next. When more than two play, the deal
would otherwise owe.
passes to next the player on the left.

Object of the Game


Each player tries to form matched sets consisting of
groups of three or four of a kind, or sequences of Tunk
three or more cards of the same suit. An ace counts
either high or low in a sequence, and sequences may Adults / 2,3,4,5
go round the corner as in K, A, 2, or A, K, Q.
Rank of Cards
The Play K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. (In many
Beginning with the player to the left of the dealer, forms of Rummy, the ace may rank either high or
each player in turn may draw two cards from the low.)
stock or, before drawing those cards, two cards
from the top of the discard pile. Then he discards Object of the Game
only one card. Play does not end until a player can Each player tries to form matched sets consisting of
lay down his entire hand at once. groups of three or four of a kind, or sequences of
three or more cards of the same suit.
The player may also lay down on the table, face up,
any meld (matched set). If the player does not wish The Deal
to lay down a meld, he discards one card, face up, Seven cards are dealt to each player. All remaining
onto the discard pile. If the player has drawn from cards become the stock pile and the top card is
the discard pile, he may not discard the same card drawn and placed face up next to it. This is the first
on that turn. card (upcard) of the discard pile.

28
The Play either pass (i.e. not play any cards), or play face up
Deuces are wild. Each player in turn must either a card or set of cards which beats the previous play.
draw from the stock or take the top discard,
followed by discarding. Only the player on the A single card is beaten by any higher single card. A
dealer’s left, whose turn comes first, may take the set of cards can only be beaten by a higher set
first upcard. Before discarding, the player may tunk containing the same number of cards. So for
(knock) if his unmatched cards count 5 or less. The example if the previous player played two sixes you
player then spreads his hand, separating matched can beat this with two kings, or two sevens, but not
and unmatched cards. A matched set may have no with a single king, and not with three sevens
more than four cards and must include two natural (though you could play two of them and hang onto
cards. A sequence may be three cards or more. Each the third).
other player then has one turn to draw, take the
discard, meld, lay off on the tunker’s melds, and It is not necessary to beat the previous play just
discard. (If all the tunker’s cards were matched, no because you can - passing is always allowed. Also
one may lay off on his hand.) passing does not prevent you from playing the next
time your turn comes round.
After each player has had his turn, the count of each
player’s unmatched cards is scored against him. (A The play continues as many times around the table
deuce counts only 2 points.) If the tunker does not as necessary until someone makes a play which
have the lowest count, he is charged double his everyone else passes. All the cards played are then
count. When a player’s score reaches 100, he is out turned face down and put to one side, and the player
of the game. Play continues until there is only one who played last (and highest) to the previous trick
player left, who is the winner. starts again by leading any card or set of equal
cards.
If the stock is exhausted, the hand is redealt and
there is no score. The first player who is out of cards is awarded the
highest social rank - this is President. The last
How to Win player to be left with any cards is known as the
After each player has had his turn, the count of each Scum.
player’s unmatched cards is scored against him. (A
deuce counts only 2 points.) If the tunker does not How to Win
have the lowest count, he is charged double his The first player who is out of cards is awarded the
count. When a player’s score reaches 100, he is out highest social rank - this is President. The last
of the game. Play continues until there is only one player to be left with any cards is known as the
player left, who is the winner. Scum.

If the stock is exhausted, the hand is redealt and


there is no score.
Bridge
Teens, Adults / 4
Presidents
Game Setup/PlayRank of Suits
Adults / 3,4,5,6,7,8 Spades (High), hearts, diamonds, clubs. Rank of
Cards: A (High), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2
The Deal
Starting to the dealers left, deal one card at a time The Deal
until all cards have been dealt. The dealer distributes 13 cards to each player, one
card at a time, face down, beginning with the player
The Play on his left.
The player to dealer’s left starts by leading (face up)
any single card or any set of cards of equal rank (for Object of the Game
example three fives). Each player in turn must then Each partnership attempts to score points by making
29
its bid , or by defeating the opposing partnership’s opposing players become the defenders.
bid. At the end of play, the side with the most points
wins. The Play
Take a card and place it, face up, in the center of the
The Bidding table. Four cards so played, one from each hand in
Calls - Once the cards are dealt, each player picks rotation, constitute a trick. The first card played to a
up his hand and, beginning with the dealer, makes a trick is a lead. The leader to a trick may lead any
call (pass, bid, double or redouble). card. The other three hands must follow suit if they
can. If a player is unable to follow suit, he may play
Passing-When a player does not wish to bid, double, any card. For the first trick, the defender on the
or redouble, he says, Pass. If all four players pass in declarer’s left makes the first lead (the opening
the first round, the deal is passed out, and the next lead).
dealer in turn deals a new hand.
Facing the Dummy Hand - As soon as the opening
Bidding a Suit - Bid a number of tricks greater than lead has been made, the dummy then spreads his
six that the bidder expects to win, and a suit which hand face up, grouped in suits, with each suit
will become the trump suit. Ex. = One Spade is a vertically arranged so that the other three players
bid to win seven tricks (6+1) with spades as trumps. can easily view all 13 cards. The suits may be
A bid may be made in Notrump, meaning that there placed in any order as long as the trump suit (if any)
will be no trump suit. The lowest possible bid is is placed to the declarer’s left. There is no particular
one, and the highest possible bid is seven. order for placing the suits down in a Notrump bid.

Each bid must name a greater number of odd tricks Winning of Tricks - A trick containing a trump is
than the last bid, or an equal number but in a higher won by the hand playing the highest trump. A trick
denomination. Notrump is the highest not containing a trump is won by the hand playing
denomination, outranking spades. Ex. = Two the highest card of the suit led. The winner of each
Notrump will overcall a bid of Two Hearts, and a trick leads next.
bid of Four Clubs is required to overcall a bid of
Three Notrump. Declarer’s Play - The declarer plays his own cards
and the dummy’s cards, but each in proper turn,
Doubling and Redoubling - Any player may double since the dummy does not take an active part in the
the last preceding bid if it was made by an play.
opponent. Any player may redouble the last
preceding bid if it was made by his side and Played Card - The declarer plays a card from his
doubled by an opponent. own hand when he places it on the table or when it
is named as an intended play. When the declarer
A doubled or redoubled bid may be overcalled by touches a card in the dummy hand, it is considered
any bid which would have been sufficient to played (except when he is merely arranging the
overcall the same contract undoubled. Ex. =Two dummies cards). Alternatively, the declarer may
Spades is doubled and redoubled, it may still be name a card in the dummy and such a card must be
overcalled by a bid of Two Notrump, a bid of Three played. A defender plays a card when he exposes it
Clubs, or by any other higher bid. so that the other defender can see its face. A card
once played may not be withdrawn, except to
Final Bid and the Declarer- When a bid, double, or correct a revoke or other irregularity.
redouble is followed by three consecutive passes,
the bidding is closed. The final bid in the auction Taking in Tricks Won - A completed trick is
becomes the contract. The player who, for his side, gathered and turned face down on the table. The
first bid the denomination named in the contract declarer and one of the defenders should keep all
becomes the declarer. If the contract names a trump tricks won in front of them, and the tricks should be
suit, every card of that suit becomes a trump. The arranged so that the quantity and the order of the
declarer’s partner becomes the dummy, and the tricks played are apparent.

30
How to Win A vulnerable side is exposed to increased penalties
When the last (13th) trick has been played, the if it fails to fulfill a future bid, but receives
tricks taken by the respective sides are counted, and increased premiums for certain other bids that are
the points earned are then entered to the credit of fulfilled.
that side on the score sheet. Any player may keep
score. If only one player keeps score, both sides are Honors - When there is a trump suit, the ace, king,
equally responsible to see that the score for each queen, jack, and ten of trumps are honors. If a
deal is correctly entered. player holds four of the five trump honors, that
partnership scores 100 above the line; all five
The score sheet is ruled with a vertical line making honors in one hand score 150. If the contract is in
two columns that are headed We and They. The Notrump, a player holding all four aces scores 150
scorekeeper enters all scores made by his side in the above the line for his side. Note that the points for
We column and all scores made by the opponents in honors are the same whether the side is not
the They column. A little below the middle of the vulnerable or vulnerable, and that the defenders can
score sheet is a horizontal line. Scores designated as also score for honors.
trick score are entered below the line; all other
scores are premium scores and and are written Slam Bonuses - Other premium scores are awarded
above the line. for bidding and making a small slam (a bid at the
six-level, such as Six Hearts) or a grand slam (a
Trick Score - If the declarer fulfills his bid by contract at the seven-level, such as Seven Spades or
winning as many or more odd-tricks as the contract Seven Notrump).
called for, his side scores below the line for every
odd-trick named in the contract. Thus, if the Doubled or Redoubled Contract - When the declarer
declarer wins eight tricks and the bid is Two Hearts, makes a doubled contract, a premium bonus is
the score for making two in a bid of hearts would be scored. Making a redoubled contract scores an even
credited, as per the Scoring Table. bigger premium bonus - this is a recent change in
scoring. Note that doubling and redoubling do not
Overtricks - Odd-tricks won by the declarer in affect honor, slam, or rubber bonus points.
excess of the contract are called overtricks and are
scored to the credit of his side as premium score. Unfinished Rubber - If the players are unable to
complete a full rubber and only one side has a
The Game - When a side has scored 100 or more game, that side scores a 300 bonus. If only one side
points below the line, it has won a game. To show has a part score, that side earns a 100 bonus.
this, the scorekeeper draws a horizontal line across
the score sheet, below the score which ended the Back Score - After each rubber, each player’s
game. This signifies that the next game will begin. standing, plus (+) or minus (-), in even hundreds of
A game may be made in more than one deal, such points, is entered on a separate score called the back
as by scoring 60 and later 40, or it may be scored by score. An odd 50 points or more count 100, so if a
making a larger bid and earning 100 or more points player wins a rubber by 950 he is +10, if he wins it
in a single deal. Once the next game begins, if the by 940 the player is +9.
opponents had a score below the line for making a
bid, such as 70, this score does not carry over, and
each side needs the full 100 points to win the next
Spades with Jokers
game.
Adults, Teens, Family / 2,3,4,5
Vulnerable - A side that has won its first game
The Pack
becomes vulnerable, and that side’s objective is to
The standard 52-card pack is used. Two jokers are
win a second game and thus earn a bonus for the
added, the Big Joker and Little Joker.
rubber. When a side scores its second game, the
rubber is over, and the scores are totaled. The
Rank of Suits
winning partnership is the side with the most points.
The Spade suit is always trump.
31
How to Win
Rank of Cards For making the contract (the number of tricks bid),
Joker, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. the player scores 10 points for each trick bid, plus 1
point for each overtrick.
Object of the Game is to win at least the number of
tricks bid. For example, if the player’s bid is Seven and he
makes seven tricks, the score would be 70. If the bid
When the two jokers are used, they are the highest- was Five and the player won eight tricks, the score
ranking trump cards. The spade suit is comprised of would be 53 points: 50 points for the bid, and 3
15 cards: the Big Joker outranks the Little Joker points for the three overtricks. (In some games,
which outranks the ace of spades. For the two- and overtricks are called bags and a deduction of 100
four-player games, the deuces of clubs and points is made everytime a player accumulates 10
diamonds should be removed; for the five-player bags. Thus, the object is always to fulfill the bid
game, all four deuces should be removed; and for exactly.)
the three-player game, no cards are removed, as 18
cards are dealt to each person and there are 18 If the player breaks contract, that is, if he takes
tricks. fewer than the number of tricks bid, the score is 0.
For example, if a player bids Four and wins only
The Deal three tricks, no points are awarded. One of the
The first dealer is chosen by a draw for high card, players is the scorer and writes the bids down, so
and thereafter the turn to deal proceeds clockwise. that during the play and for the scoring afterward,
The entire deck is dealt one at a time, face down, this information will be available to all the players.
beginning on the dealer’s left. The players then pick When a hand is over, the scores should be recorded
up their cards and arrange them by suits. next to the bids, and a running score should be kept
so that players can readily see each other’s total
The Bidding points. If there is a tie, then all players participate in
Each player decides how many tricks he will be one more round of play.
able to take. The player to the dealer’s left starts the
bidding and, in turn, each player states how many
tricks he expects to win. There is only one round of
bidding, and the minimum bid is One. Every player
must make a bid; no player may pass. No suit is
Bull Poker
named in the bid, for as the name of the game
Adults / 4,5,6,7,8
implies, spades are always trump.
The Pack
The Play
The standard 52-card pack is used.
The game is scored by hands, and the winner must
make a certain number of points which is decided
before the game begins. Five hundred points is Object of the Game
The goal of each player is to win the pot which
common, but 200 points is suitable for a short
contains all the bets that the players have made in
game. The player on the dealer’s left makes the
any one deal. A player makes a bet in hopes that he
opening lead, and players must follow suit, if
has the best hand, or to give the impression that he
possible. If a player cannot follow suit, he may play
does. In most Poker versions, the top combination
a trump or discard. The trick is won by the player
of five cards is the best hand.
who plays the highest trump or if no trump was
played, the player who played the highest card in
the suit led. The player who wins the trick leads The Deal
For this version of High Low Poker, each player
next. Play continues untilnone of the players have
receives three cards face down. He arranges them in
any cards left. Each hand is worth 13 tricks. Spades
any order desired, but may not thereafter change the
cannot be led unless played previously or player to
order.
lead has nothing but Spades in his hand.

32
The Play and two 4s.
There is a betting interval. Then each player
receives four face-up cards, one at a time, with a Flush
betting interval after each. Next, each player turns Five cards all of the same suit, but not all in
up his first face-down card, followed by a betting sequence, is a flush. An example is Q, 10, 7, 6, and
interval, and then his second face-down card, 2 of clubs.
followed by the final betting interval. The last card
is then turned up for the showdown. Straight
Five cards in sequence, but not all of the same suit
Poker Hands is a straight. An example is 9♠, 8♣, 7♦, 6♥, 5♦.

Three of a Kind
This combination contains three cards of the same
rank, and the other two cards each of a different
rank, such as three jacks, a seven, and a four.

Two Pairs
This hand contains a pair of one rank and another
pair of a different rank, plus any fifth card of a
different rank, such as Q, Q, 7, 7, 4.

One Pair
This frequent combination contains just one pair
with the other three cards being of different rank.
An example is 10, 10, K, 4, 3.

No Pair
This very common hand contains nothing.none of
the five cards pair up, nor are all five cards of the
same suit or consecutive in rank. When more than
one player has no pair, the hands are rated by the
highest card each hand contains, so that an ace-high
Five of a Kind hand beats a king-high hand, and so on.
This is the highest possible hand and can occur only
where at least one card is wild, such as a joker. How to Win
Examples of five of a kind would be four 10s and a Have the best hand of cards at each round’s closing.
wild card or two queens and three wild cards.

Straight Flush
This is the highest possible hand when only the Manila Hold ’™Em
standard pack is used, and there are no wild cards.
A straight flush consists of five cards of the same Adults / 4,5,6,7,8
suit in sequence, such as 10, 9, 8, 7, 6 of hearts.
The Pack
Four of a Kind The standard 52-card pack is stripped of all cards
This is the next highest hand. An example is four below 7 to make a deck of 32 cards (7,8,9,10,
aces or four 3s. J,Q,K,A)
Full House Object of the Game
This colorful hand is made up of three cards of one The goal of each player is to win the pot which
rank and two cards of another rank, such as three 8s contains all the bets that the players have made in
33
any one deal. A player makes a bet in hopes that he
has the best hand, or to give the impression that he
does. In most Poker versions, the top combination
of five cards is the best hand.

The Deal
For this version of High Low Poker, each player
receives two cards face down, and one card is dealt
face up to the center of the table.

The Play
There are five betting rounds, with a new card being
dealt face up to the center of the table between each
betting round. The player must use their two hole
cards and three of the five community cards from
the center of the table to make the best hand.

Because of the stripped deck, a flush beats a full


house. Also, an ace may not be played low for a
straight (that is, the hand A-7-8-9-10 is not a
straight in Manila)

The Play Straight Flush


Before the first betting round, each player examines This is the highest possible hand when only the
his hand, and then each player will have pass any standard pack is used, and there are no wild cards.
three cards to his left-hand neighbor. A straight flush consists of five cards of the same
suit in sequence, such as 10, 9, 8, 7, 6 of hearts.
After the first pass, there is a betting round.
Four of a Kind
Then a second pass occurs, each player passing two This is the next highest hand. An example is four
cards to his right. aces or four 3s.
A second betting round is followed by a third pass, Full House
with each player passing one card to his left. This colorful hand is made up of three cards of one
rank and two cards of another rank, such as three 8s
Finally, a third betting round and a showdown, in and two 4s.
which the player with the best five-card high hand
he can make out of the seven in his hand wins the Flush
pot. Five cards all of the same suit, but not all in
sequence, is a flush. An example is Q, 10, 7, 6, and
Poker Hands 2 of clubs.

Straight
Five cards in sequence, but not all of the same suit
is a straight. An example is 9♠, 8♣, 7♦, 6♥, 5♦.

Three of a Kind
This combination contains three cards of the same
rank, and the other two cards each of a different
rank, such as three jacks, a seven, and a four.

34
Two Pairs
This hand contains a pair of one rank and another
pair of a different rank, plus any fifth card of a
different rank, such as Q, Q, 7, 7, 4.

One Pair
This frequent combination contains just one pair
with the other three cards being of different rank.
An example is 10, 10, K, 4, 3.

No Pair
This very common hand contains nothing.none of
the five cards pair up, nor are all five cards of the
same suit or consecutive in rank. When more than
one player has no pair, the hands are rated by the
highest card each hand contains, so that an ace-high
hand beats a king-high hand, and so on.

How to Win
Have the best hand of cards at each round’™s
closing.

Straight Flush
This is the highest possible hand when only the
Wild Widow Poker standard pack is used, and there are no wild cards.
A straight flush consists of five cards of the same
Adults / 4,5,6,7,8 suit in sequence, such as 10, 9, 8, 7, 6 of hearts.

The Pack Four of a Kind


The standard 52-card pack is used This is the next highest hand. An example is four
aces or four 3s.
Object of the Game
The goal of each player is to win the pot which Full House
contains all the bets that the players have made in This colorful hand is made up of three cards of one
any one deal. A player makes a bet in hopes that he rank and two cards of another rank, such as three 8s
has the best hand, or to give the impression that he and two 4s.
does. In most Poker versions, the top combination
of five cards is the best hand. Flush
Five cards all of the same suit, but not all in
The Deal sequence, is a flush. An example is Q, 10, 7, 6, and
Five cards are dealt to each player face down. 2 of clubs.

The Play Straight


Five cards are dealt face down to each player. Five cards in sequence, but not all of the same suit
Before the last round of cards is dealt, a card is is a straight. An example is 9♠, 8♣, 7♦, 6♥, 5♦.
turned up in the center of the table; the other three
cards of that rank are wild. Three of a Kind
There is a betting round, then the final draw, and This combination contains three cards of the same
then the final betting interval. rank, and the other two cards each of a different
rank, such as three jacks, a seven, and a four.
Poker Hands
35
Two Pairs How to Win
This hand contains a pair of one rank and another Have the highest Card at each round's closing.
pair of a different rank, plus any fifth card of a
different rank, such as Q, Q, 7, 7, 4.
Baseball Poker
One Pair
Adults / 4,5,6,7,8
This frequent combination contains just one pair
with the other three cards being of different rank.
The Pack
An example is 10, 10, K, 4, 3.
The standard 52-card pack is used
No Pair
Object of the Game
This very common hand contains nothing. None of
The goal of each player is to win the pot which
the five cards pair up, nor are all five cards of the
contains all the bets that the players have made in
same suit or consecutive in rank. When more than
any one deal. A player makes a bet in hopes that he
one player has no pair, the hands are rated by the
has the best hand, or to give the impression that he
highest card each hand contains, so that an ace-high
does. In most Poker versions, the top combination
hand beats a king-high hand, and so on.
of five cards is the best hand.
How to Win
The Deal
Have the best hand of cards at each round’™s
Each player receives one card face down and then
closing.
one card face up, dealt one at a time in rotation.

Indian Poker The Play


After the initial deal, there is a betting interval.
Adults / 4,5,6,7,8 Each active player receives one more face up card
with a betting interval after each round of cards
The Pack dealt until all remaining players have one face down
The standard 52-card pack is used card and four face up cards.
All nines and threes are wild, but when a three is
Object of the Game dealt face up, the player who gets it must either
The goal of each player is to win the pot which match the pot or drop.
contains all the bets that the players have made in If a four is dealt face up, it entitles the recipient to
any one deal. A player makes a bet in hopes that he an additional hole card, which the dealer
has the best hand, or to give the impression that he immediately provides, face down.
does. In the showdown, each player turns up all his hole
cards and the player with the best five card hand
The Deal wins.
A single card is dealt face down to each player.
Poker Hands
The Play
On a signal from the dealer, each player
simultaneously lifts their card, placing it on their
forehead so that all of the other players can see it,
but the player cannot see his own. There is a single
round of betting and then a show down.
In some games the suits have rank - spades (high),
hearts, diamonds, clubs - so that the ace of spades
would be the highest card, the ace of hearts the next
highest, and so on.

36
One Pair
This frequent combination contains just one pair
with the other three cards being of different rank.
An example is 10, 10, K, 4, 3.

No Pair
This very common hand contains nothing. None of
the five cards pair up, nor are all five cards of the
same suit or consecutive in rank. When more than
one player has no pair, the hands are rated by the
highest card each hand contains, so that an ace-high
hand beats a king-high hand, and so on.

How to Win: Have the best hand of cards at each


round’™s closing.

Guts
Straight Flush
This is the highest possible hand when only the Adults / 2,3,4,5,6,7
standard pack is used, and there are no wild cards.
A straight flush consists of five cards of the same The Pack
suit in sequence, such as 10, 9, 8, 7, 6 of hearts. Standard 52 card deck

Four of a Kind The Deal


This is the next highest hand. An example is four Each player is dealt 2 cards, face down, starting
aces or four 3s. with the player to the left of the dealer.

Full House The Play


This colorful hand is made up of three cards of one Each round starts with an ante. Starting with the
rank and two cards of another rank, such as three 8s player to dealer's left and continuing clockwise
and two 4s. around the table, ending with the dealer, each player
in turn says either in or out. Players who say out
Flush cannot win the pot, but do not lose any extra money.
Five cards all of the same suit, but not all in If more than one player says in, all those who are in
sequence, is a flush. An example is Q, 10, 7, 6, and show their cards, and the player with the best cards
2 of clubs. wins the pot.

Straight Scoring
Five cards in sequence, but not all of the same suit -Aces are high
is a straight. An example is 9♠, 8♣, 7♦, 6♥, 5♦. -Any pair of equal cards beats any two unequal
cards
Three of a Kind -A higher pair beats a lower pair
This combination contains three cards of the same -Between two non-pair hands, the hand with the
rank, and the other two cards each of a different highest card wins
rank, such as three jacks, a seven, and a four. -If two hands have equal high cards, the hand whose
other card is higher wins.
Two Pairs
This hand contains a pair of one rank and another How to Win: The player with the best cards wins
pair of a different rank, plus any fifth card of a the pot.
different rank, such as Q, Q, 7, 7, 4.
37
KIDS — FAMILY asked must give all the cards requested. If he
doesn’™t have any, he says, Go fish! and the player
who made the request draws the top card of the
Old Maid stock and places it in his hand.

Kids,Family / 2,3,4,5,6,7,8 If a player gets one or more cards he asked for, he is


entitled to ask the same or another player for a card.
The Pack He can ask for the same card or a different one. So
The standard 52-card pack is used removing one of long as he keeps getting cards, his turn continues.
the four queens leaving a total of 51 cards. When a player makes a catch, he must reveal the
card so that the catch is verified. If a player gets the
The Deal fourth card of a book, he shows all four cards,
Any player shuffles the pack and deals them places them on the table face up in front of him, and
around, one at a time to each player, as far as they plays again.
will go. The cards need not come out even.
If the player goes fishing without making a catch
Object of the Game (does not receive a card he asked for), the turn
The goal is to form and discard pairs of cards, and passes to his left. The game ends when all thirteen
not to be left with the odd card (a queen) at the end. books have been won. During the game, if a player
is left without cards, he may (when it’™s his turn to
The Play play), draw from the stock and then ask for cards of
Remove all pairs from your hand face down. If you that rank. If there are no cards left in the stock, he is
have three of a kind, he removes only two of those out of the game.
three cards. The dealer then offers his hand, spread
out face down, to the player on his left, who draws The winner is the player with the most books.
one card from it. This player discards any pair that
may have been formed by the drawn card. He then Concentration
offers his own hand to the player on his left. Play
proceeds in this way until all cards have been paired
Family, Kids / 2,3,4,5,6,7,8
except one - the odd queen, which cannot be paired
- and the player who has that card is the Old Maid!
The Deal
Any player shuffles the pack and spreads all the
The player who has the odd queen is the Old Maid!
cards out, face down all over the table, one at a
time, so that no two cards touch or overlap at the
Go Fish corners

Kids,Family / 2,3,4,5 Object of the Game


The goal is to collect pairs of cards of the same
The Deal rank, such as two sixes or two queens
Deal one card at a time, face down. If two or three
people are playing, each player receives seven The Play
cards. If four or five people are playing, each The first player may be decided in any way. He
receives five cards. The remainder of the pack is turns up any two cards on the table, leaving the first
placed face down on the table to form the stock. card face up until he has turned the second. If the
two cards form a pair, the player takes them and
The Play puts them face down in front of him in a pile, and
The person to the left of the dealer goes first. They then he turns up two more cards. Whenever the two
ask any opponent for the rank they want, for cards turned up do not form a pair, the player, after
example, Give me your kings,, from ace down to a pause of at least five seconds, turns both cards
two. The player asking must have at least one card face down again, leaving them in exactly the same
of the rank already in his hand. The player who is position on the table. It is then the next player’™s
38
turn (the player to the left). Play proceeds in the Pig
same manner.
Family, Kids / 2,3,4,5,6,7,8
How to Win
The player who takes in the greatest number of
The Deal
pairs is the winner.
Any player shuffles the deck thoroughly and deals
four cards, one at a time, to each player.
Go Boom
The Play
Family, Kids / 2,3,4,5,6,7,8 The players look at their hands; then each player
passes one card to the left and picks up the card
Object of the Game passed by the player on his right. This passing
The goal is to be the first player to get rid of all the continues as rapidly as possible so that players have
cards in his hand. a difficult time keeping up the pace.

The Deal How to Win


Deal seven cards to each player, one at a time, As soon as a player assembles four cards of one
starting with the player to the left. The remainder of denomination, such as four jacks, he stops passing
the pack is placed face down in the center of the or picking up cards and puts a finger to his nose.
table to form the stock. The other players must immediately stop passing,
and they, too, must put their fingers to their noses.
The Play The last person to do this is the Pig!
The player to the left of the dealer leads and may
play any card. Each player in turn must either Slapjack
follow suit or play a card of the same rank as the
card lead. Ex.= If the jack of diamonds is lead, each
Family, Kids / 2,3,4,5,6,7,8
player must play a diamond or any jack.
If a player cannot follow suit or play a card of the
The Deal
same rank, the player must draw from the stock
Deal cards one at a time face down, to each player
until a play can be made. When the stock is
until all the cards have been dealt. The hands do not
exhausted and the player cannot play, the player
have to come out even. Without looking at any of
simply does not play to the trick.
the cards, each player squares up his hand into a
neat pile in front of him.
All eights are wild! That is, an eight may be played
at any time in turn, and the player need only specify
The Play
a suit for it (but never a number). The next player
Beginning on the dealer’™s left, each player lifts
must play either a card of the specified suit or an
one card from his pile and places it face up in the
eight.
center of the table.
The highest card of the suit lead wins each trick.
When the card played to the center is a jack, the fun
The winner of each trick leads next.
begins! The first player to slap his hand down on
the jack takes it, as well as all the cards beneath it.
How to Win
The player winning these cards turns them face
The first player to get rid of all his cards wins the
down, places them under his pile of cards, and
game. The winner collects from each other player
shuffles them to form a new, larger pile.
the pip value of the cards remaining in that
player’™s hand. Aces count 1 point each, face cards
When more than one player slaps at a jack, the one
count 10 points each, and other cards count their pip
whose hand is directly on top of the jack wins the
value.
pile. If a player slaps at any card in the center that is
not a jack, he must give one card, face down, to the
39
player of that card. When a player has no more card. The player of the highest trump - or the
cards left, he remains in the game until the next jack highest card of the suit led if the trick contains no
is turned. The player may slap at the jack in an trump - wins the trick and leads next.
effort to get a new pile. If the player fails to win that
next pile, he is out of the game. How to Win
When all six tricks have been played, the points due
How to Win each player are tabulated. Usually a score is kept
Play continues until one player has won all the with pencil and paper. Each player except the
cards. That player is the winner. pitcher scores whatever points he makes. The
pitcher scores whatever points he makes if the score
at least equals the bid contract. However, if the
pitcher has not scored as many points as were bid,
he is set back by the amount of the bid - that is, the
Pitch number of points bid is deducted from his score.
Thus, a player may have a net minus score, which is
Kids, Adults / 2,3,4
called being in the hole. The score for a player in
the hole is indicated on the score sheet as a number
All Fours is a game of English origin and dates
with a ring around it.
from the 17th century. Once known to virtually
every card-playing American, it survives today, The first player to reach a plus score of 7 points
principally as Auction Pitch.It is still a popular wins the game. The pitcher’s score is counted first,
game in the United States and has also evolved into so that if the pitcher and another player reach 7
Seven-Up, Cinch, and other games. There are many points on the same hand, the pitcher wins, even if
versions of Auction Pitch, and while the rules have the other player has a higher total score. If two
changed greatly over the years, the essential feature players other than the pitcher are able to reach 7
has always been the scoring of high, low, jack, and points on the same hand, the points are counted in
the game. this order: High, Low, Jack, Game.
Rank of Cards A player who smudges and who makes the bid by
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. winning all 4 points wins the game immediately -
unless he was in the hole (in which case the
The Deal smugger only receives the 4 points).
Deal three cards at a time clockwise, beginning with
the player to the left, until each player has six cards. The winner of the game receives one point from
After each hand, the deal passes to the left.
each player whose score is 1 point or more, and 2
points from each player whose score is zero or
The Bidding The player on the dealer’s left bids minus (in the hole). (Variation: In some games, the
first. Each player in turn may either bid or pass. The winner receives an additional point from each
lowest bid is two, and each successive bid must be player for each time that player has been set back.)
higher than any preceding bid, except the dealer,
who can bid and play for the amount of the
preceding bid. However, if any player bids four, he
is said to smudge, and the bid cannot then be taken
away from that player.

The PlayThe pitcher (highest bidder, or the dealer


if he assumes the contract at the highest preceding
bid) leads first. The suit of the card pitched
indicates the trump suit. On a trump lead, each
player must follow suit if possible. On any other
lead, a player may either follow suit or may trump.
When unable to follow suit, a player may play any
40
Fan Tan remaining in his hand, and the winner takes the pot.

Irregularities If a player passes when he could


Kids, Adults, Teens / 3,4,5,6,7,8
have played, the offender must pay three chips into
the pot. If the player passed when he was able to
Fan Tan was once very popular. As with other
play a seven, he must pay an additional five chips to
games of the Stops group, it is easy to play and the
the players holding the six and the eight of the same
action is very fast. It is also known as Parliament,
suit.
Sevens, Card Dominoes, and Stops.
How to Win
Rank of Cards
One can play a series of rounds, scoring 1 point for
The cards in each suit rank: K (high), Q, J, 10, 9, 8,
each card each player has remaining at the end of
7, 6, 5, 4, 3, 2, A.
each round. When one player reaches 100 points,
the game is over and the player who then has the
The Layout The Ace of Hearts, King of Clubs,
smallest score is the overall winner.
Queen of Diamonds, and Jack of Spades are taken
from another pack. These four cards, called boodle
or money cards, are placed in the center of the table Michigan
and remain there throughout the game.
Kids, Adults, Teens / 3,4,5,6,7,8
The Ante Each player puts one chip in the pot
before each deal. A novice can learn to play Michigan after just a
brief explanation. This makes the game ideal for
The Deal Deal the cards one at a time face down, groups in which no one game is familiar to all
beginning with the player on the left. All the cards members.
are dealt, and some players may receive fewer cards
than others. It is customary for each player with Rank of Cards
fewer cards to ante one additional chip. The cards in each suit rank: A (high), K, Q, J, 10, 9,
8, 7, 6, 5, 4, 3, 2.
Object of the Game The goal is to be the first
player to get rid of all his cards. The Layout
The Ace of Hearts, King of Clubs, Queen of
The Play Beginning to the left of the dealer, each Diamonds, and Jack of Spades are taken from
person must play a card if possible. All cards played another pack. These four cards, called boodle or
remain face up on the table, arranged in four rows money cards, are placed in the center of the table
of the four suits. The plays that may be made are: and remain there throughout the game.
any seven or any card in suit and sequence to a card
previously played. The Ante
As the sevens are played, they are placed in a row in Before the deal, each player except the dealer places
the center of the table. one chip on each boodle card; the dealer places two
The sixes are placed in another row to the right - chips on each.
The fives and lower cards in sequence are piled on
the sixes. The Deal
The eights are placed on the left of the sevens in Deal the cards one at a time starting to the left, face
their respective suits - nines and higher cards in down. One extra hand is dealt immediately to the
sequence are piled on the eights. left of the dealer. No player may see the extra hand
except the player, if any, who exchanges for it. The
Each player must play a card during his turn if cards are dealt out as far as they will go, even
possible; if the person cannot play, he puts one chip though all players may not receive the same number
in the pot and the turn passes to the left. The game of cards.
ends when one player gets rid of all his cards. Each
opponent then pays the pot one chip for each card Object of the Game
41
To be the first player to get rid of all his cards and Accordion
to collect chips from the layout by playing one of
the four boodle cards.
Kids, Adults, teens / 1
The Play
The standard 52-card pack is used.
Each card played is placed face up in front of the
owner, separate from all other hands, and the player
The player deals out the cards one by one face up,
names its rank and suit.
in a row from left to right, as many at a time as
space allows. (Dealing may be interrupted at any
The person to the left of the dealer plays first by
time if the player wishes to make a move. After
leading with the lowest card in any suit. The player
making a move, the deal is then resumed).
holding the next higher card in sequence in the
same suit plays it, and so on. The sequence in the
Any card may be placed on top of the next card at
suit is continued until it is stopped by a card in the
its left, or the third card at its left, if the cards are of
dead hand or by the ace. The player who played last
the same suit or of the same rank.
before the stop has the next turn. He must play a
Example: Four cards, from left to right, are: 6
new suit, and it must be the lowest card in that suit.
Hearts, J Hearts, 9 Clubs, 9 Hearts. The 9 Hearts
may be placed either on the 9 Clubs or on the 6
If the player has no new suit, the turn passes to the
Hearts. It may not be played on the jack of the same
left.
suit because the jack is not to the immediate left, or
third from the left.
Any time a player can play a card that duplicates
one of the four boodle cards, he takes all the chips
When the movement of one or more cards has
from that card.
formed a pile, the entire pile is moved with the top
card.
Any chips that are still on the layout after the hand
In the example above, when the 9 Hearts is put on
ends remain there until they are won in a
the 9 Clubs, the two may be put on the J Hearts and
subsequent hand.
then all of these cards on the 6 Clubs. However, it is
not obligatory to make a particular move if the
If a player starts a suit without using the lowest card
player prefers not to do so.
held in the suit, he must pay one chip to each
opponent and cannot collect for any boodle cards
How to Win
played after that.
The goal is to get all the cards in one pile.
If a player causes a stop by failing to play a card
when possible, play continues as usual, even though
the card withheld may later enable the offender to
get a stop. However, the offender may not collect War
for any boodle cards played after the error. If at the
end of the hand there are still chips on the boodle Kids / 2
card of the suit of the card the offender withheld, he
must pay the same number of chips to any player The Deal
who held the duplicate of the boodle card. If the The deck is divided evenly, with each player
offender is first to get rid of his cards, he does not receiving 26 cards, dealt one at a time, face down.
win the hand, and play continues to determine the Anyone may deal first.
eventual winner. Each player places his stack of cards face down, in
front of him.
How to Win
Play ends as soon as any player plays his last card. The Play
The winner collects one chip from each opponent Each player turns up a card at the same time and the
for every card remaining in that player’s hand. player with the higher card takes both cards and
42
puts them, face down, on the bottom of his stack. If
the cards are the same rank, it is War. For example: J, Q, K, A, 2, and so on.

Each player turns up one card face down and one The turn to play rotates to the left and if a person is
card face up. The player with the higher cards takes unable to play in turn, he puts one chip in the pot.
both piles (six cards).
Whoever plays the thirteenth card of a suit may
If the turned-up cards are again the same rank, each choose any card from his hand to begin the next
player places another card face down and turns series.
another card face up.
How to Win
The player with the higher card takes all 10 cards, The first player to get rid of all his cards wins the
and so on. pot.

How to Win Snip Snap Snorem


The game ends when one player has won ALL the
cards.
Kids, Family, Teens, Adults / 3,4,5,6,7,8

Play or Pay Rank of Cards


The cards in each suit rank: K (high), Q, J, 10, 9, 8,
Kids, Family, Teens, Adults / 3,4,5,6,7,8 7, 6, 5, 4, 3, 2, A.

Rank of Cards The Ante


The cards in each suit rank:K (high), Q, J, 10, 9, 8, Each player puts one chip in the pot before each
7, 6, 5, 4, 3, 2, A. deal.

The Ante The Deal


Each player puts one chip in the pot before each Deal the cards one at a time clockwise, face down,
deal. beginning with the player on the left. All the cards
are dealt, and some players may receive fewer cards
The Deal than others. It is customary for each player with
Deal the cards one at a time clockwise, face down, fewer cards to ante one additional chip.
beginning with the player on the left. All the cards
are dealt, and some players may receive fewer cards Object of the Game
than others. It is customary for each player with The goal is to be the first player to get rid of all his
fewer cards to ante one additional chip. cards.

Object of the Game The Play


The goal is to be the first player to get rid of all his Beginning to the left of the dealer, each person must
cards. play a card if possible.

The Play All cards played remain face up on the table,


Beginning to the left of the dealer, each person must arranged in four rows of the four suits.
play a card if possible.
The first player may play any card. Whatever card
All cards played remain face up on the table, he plays calls for the other three cards of the same
arranged in four rows of the four suits. rank to be played next.

The first player may play any card. The sequence in (Example: the first card played = 5 Clubs, the next
the suit must be built up until all thirteen cards are card to be played = 5 Hearts, then 5 Diamonds, and
played, and the sequence in the suit is continuous. 5 Spades)
43
both players reach 10 in the same hand, the points
The turn to play moves to the left. The player who count in order: High, Low, Jack, Game.
plays the fourth card may then choose any card in
his hand for the next series.
Quadruple War
If a player cannot play, he passes and puts one chip
Kids / 2
in the pot. If a player fails to play when he can,
there is no additional penalty.
The Deal
The deck is divided evenly, with each player
How to Win
receiving 26 cards, dealt one at a time, face down.
Be the first player to get rid of all his cards. Hurry!
Anyone may deal first.
You can do it!
Each player places his stack of cards face down, in
Shasta Sam front of him.

Kids, Teens, Family, Adults / 2 The Play


Each player turns up a card at the same time and the
Rank of Cards player with the higher card takes both cards and
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. puts them, face down, on the bottom of his stack. If
the cards are the same rank, it is War.
Deal cards either one or three at a time, beginning
with the opponent, until each player has six cards. Each player counts out four cards face down, and
The remaining cards are squared and turned face the next card turned face up by each player
down in the center of the table, serving as a stock. determines the winner of all the cards.
The top card is the trump suit for that deal.
How to Win
The Play Be the player that wins ALL the cards... or not give
The player on the dealer’s left leads. The card led up.
loses the trick to a higher card of the same suit or to
a trump, but wins the trick otherwise. The winner of
each trick leads next. The second player to each
Authors
trick must either follow suit or trump, if possible. If
Kids / 2,3,4,5
unable to follow suit or trump, he may play any
card.
The Deal
The whole pack is dealt out, as nearly evenly as
The winner of each trick draws the top card of the
possible.
stock, and the loser takes the next card. When the
stock is exhausted, the last six cards of each
The Play
player’s hand are played out until all cards have
Beginning with the player to the left of the dealer,
been played.
each player requests a desired card by rank and suit.
Example: Give me the Queen of Diamonds, please
How to Win
One point each is scored for taking the tricks that
If the opponent has the card, they must hand it over.
contain: High (ace of trumps), Low (deuce of
trumps), Jack of trumps, and Game (the greatest
The player’s turn continues so long as the player
number of points in counting cards, each ten
recevies the card requested. If not, the turn passes to
counting 10 points, each ace 4, each king 3, each
the left.
queen 2, each jack 1).
As soon as a player collects four cards of the same
The first player to score 10 points wins the game. If
rank, such as four 3s or four Queen, he lays them
44
face down. the side and the winner of the trick takes the top
card from the stock adding it to their hand. The
The game continues until all cards have been laid winner then plays the first card starting the next
down. trick.

How to Win If at anytime during the game a player runs out of


‘œWrite‘œ or collect the most books out of all cards they immediately withdraw from the game.
players. Congratulations! You’re book deal is surely
in the mail. How to Win
The player who lingers longer than the rest and is
the last player holding cards is the winner.
Linger Longer
Adults, Teens, Families, Kids / 4,5,6 Bingo
The Pack Adults, Teens, Families, Kids / 2,3,4,5,6,7
The standard 52-card pack is used
The Pack
Object of the Game 2 standard decks of 52 cards
The player who lingers longer than the rest and is
the last player holding cards is the winner. The Deal
From the first deck of cards, five cards are dealt to
The Deal each player face up. There will be players and one
Each player receives as many cards as there are Caller who will call out the card values that players
players in the game. For example, if there are five must match in order to complete their Bingo hand.
players, each player gets five cards.
The dealer shuffles the cards and deals them one at The Play
a time face down to the players. The remaining From the second deck of cards, the Caller will
cards are placed in a stack in the center of the select a card, one at a time, and call out the rank and
players. This stack becomes the stock. suit of the card - for example queen of hearts. The
Once all players have their cards, the dealer takes player with the called card turns it face down. The
the last card they dealt to themselves and turns it first player to turn all their cards face down wins.
over, showing all the other players, then places it
back into their hand. The card shown is the trump How to Win
suit for the game. The first player to turn all their cards face down
wins.
The Play
The player directly to the left of the dealer goes
first, putting any card in the trump suit in the middle
of the table. If a trump card cannot be played, the
player can play any card in his hand.

The next player goes by playing the suit or a trump


card. You are trying to win the trick, so play the
highest ranking card possible.

Play continues to the left until every player has


played their card.

Whichever player played the highest card or highest


trump card, if a trump card was played, wins the
trick. The cards from the finished trick are placed to
45

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