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Introduction
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Games you Can Play
General Rules
Imperfect Deck
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Draw Poker
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Draw Poker
General Rules of Poker
Stander Hand Rank of Poker
Basic Draw Poker Rule
Draw Poker Variation
Low and High-Low Variation
Spit Card Variants Poker
Miscellaneous Draw Poker Variants

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Stud Poker
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Stud Poker
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

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Rummy Games
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Rummy Games
Six Seven Card Straight
PIF-PAF
Six Seven Card Knock Rummy
Coon Can
Five Hundred Rummy
Continental Rummy
Fortune Rummy
Kalooki (CALOOCHI)
PAN

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Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

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Canasta
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Canasta
Variation of Canasta
Typical Four-Handed Score Sheet

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Bridge: Contract and Auction =================
Contract and Auction
Contract Bridge Scoring Table
Bridge Poker
Minimum Biddable Suits
CONVENTIONAL LEADS
CHANCES OF VARIOUS SUIT
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

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Cribbage and How it is Played
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Cribbage how to Play
Strategy at Cribbage

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Casino
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Casino
Strategy at Casino

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Children and Family Card Games
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Family Card Games
Old Maid
Animals or menagerie
TWENTY –ONE

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Miscellaneous Card Games
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Miscellaneous Card Games
Briscola
Primiera
Scotch whist
Lift smoke
Preference
Grand
Crazy eights

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Solitaire and Patience Games =================

Solitaire and Patience Games
Single-deck solitaire
Decade
Auld Lang Syne
Klondike
Four Seasons
Beleaguered Castle
Trefoil
Poker Solitaire
Two-deck solitaire
Tournament
Multiple solitaires

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Chess, Checkers, and Teeko
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Chess
Checkers
Teeko
Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

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Parlor Games for All
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Parlor Games
Twenty Questions

ANIMALS OR MENAGERIE

Requirements

  1. Three to six, playing for themselves.
  2. A standard 52-card deck.

Object of the Game.  To win all of the cards, by being the first to make the proper call, when match cards are faced up.
            Before Play.  Each player chooses the name of an animal–dog, cat, cow, lion, etc.  Then he imitates the sound pf that animal so that other players know how to call him.

            The Deal.  Anyone can deal.  Beginning at the dealer’s left, each player is dealt one card at a time until all cards have been given out.  It does not matter if the cards do not deal out evenly.  The hands are placed faced-down in packs as in Slap Jack.
            The Play.  Beginning at the dealer’s left, each player, in clockwise rotation, plays one card face up to an exposed pile in front of his face-down pack.  Whenever a card so faced up matches a card faced up on the pile of any other player.  The one who gives the correct all first wins the other’s up pile, and places it below his own pile.  If both give the calls correctly, the one starting it first wins.  An incorrect call, or a call given at the wrong time, costs a penalty of the top card of the pile (or of the pack, if there is no pile) to the other player.  After each call, the player who loses leads.  When a hand has been played out, the pile is reversed, and becomes a pack, as at the beginning of the game.  The player who takes all of the cards is the winner.
            Variant.  In a simpler variation of this hilarious game, the names of the animals are called out, instead of their calls.

CONCENTRATION

This game is also known as Memory  or Pelmanism.
Requirement

  1. Two to six players, but the best game is two.
  2. A standard 52-card deck is used.

The Deal and Play.  The deck is shuffled and then either dealt face down into any number of rows so that no two cards overlap, or the face-down seven card stud may be mixed, some of them overlapping (this takes less space and makes the game a bit harder to play).
            Each player turns one card face up, and the player turning the highest card is the first player.  (In case of ties, the toeing players each   turn up one more card.)  Then the cards are all turned face down again in exactly the same positions.
            The first player then turns up two cards, one at a time.  If they form a pair (two cards of the same denomination), they are a set and the player puts them face down in front of himself and gets another turn.  If the cards are not a pair, they are turned face down again in exactly the same positions, and the next player on the left takes his turn.
            Players try to remember the denominations and positions of cards previously exposed so that they can form pairs.  If a player turns up a king as his first card and can remember the location of a king previously exposed, he can turn it up as his second card.  The game is a test of memory.  When all the cards have been paired and collected, the player who has the most sets wins the game.

            The game can also be played using chips or counters and is then scored as follows:

  1. The player who collects the greatest number of sets takes one chip from each of the other players.
  2. Or each player collects one chip from each other player for every pair he has collected.

Variant.  A more difficult poker variation is to turn up four cards at a time and collect sets of four-of-a-kind.

CUCKOO

This game is also known as Ranter Go Round.
            Requirements

  1. Six to approximately 20 players.
  2. A standard 52-card deck.  Rank of cards: king (high), queen, jack, ten, nine, eight, seven, six, five, four, three, two, ace (low).
  3. Each player is given three chips.

The Deal and Play.  One card is dealt to each player.  Then beginning with the player at the dealer’s left, each in turn must say “Stand” (keeping his card) or “Change”  (in which case he exchanges with the player at his left).  A player must exchange when requested except when he holds a king.  In such a case, he responds to the demand “Change” by showing the king, and the turn passes to his left.  When play reaches the dealer, he may either stand on his original card or exchange it for one drawn at random from the undealt remainder of the deck.

            After all the players have had a chance to stand or change, the cards are exposed and the holder of the lowest card must pay a chip to the pot or pool in the center of the table.  If the dealer, however, obtains a king by exchange, he is the only one to put a chip into the pot.  If two or more players tie for the lowest, each must pay a chip.  On losing all three chips, a player must drop out of the game and others continue until there is just one survivor.  He is the winner.

STEALING THE OLD MAN’S BUNDLE

This game is also known as Old Man’s Bundle and Stealing Bundles.
            Requirements

  1. Two players.
  2. A standard 52-card deck.

The Deal.  Each player is dealt four cards, one at a time, and then four cards are placed face up on the table.  Thereafter, each time the hands are played out, four more cards go to each player, but none are placed on the table.  The game ends when the pack is exhausted.
            The Play.  The nondealer leads first, and from then in, the play alternates.  The player may either take in a card from the table with a card of the same rank from the hand or trail by placing a card face up on the table.  Cards taken in must be placed in a pile face up, forming the bundle by taking it in with a card craps of the same rank as its top card.
            The player who has the greater number of cards in his bundle by the time the pack is exhausted wins the game.

DIG

Requirements

  1. Two players.
  2. A standard 52-cards deck.

The Deal.  Each player is dealt seven cards one at a time .  the remaining cards are the stock which is placed face down in the center except for its top card which is put to one side face up.
            The Play:  The first player to the dealer’s left tries to play from his hand a card of either the same suit or the same rank as the upcard.  It is played face up on the upcard.if he has no card that matches in either suit or rank, he must dig by taking the next card from the stock, and he continues to dig until he gets a playable card.  Eights are wild and may be played on the upcard at any time, and this changes the suit to any suit or rank the player names.  The first player to get rid of all the cards in his hand is the winner.

 

FROGS IN THE POND

The game is also called Frogpond.

            Requirements

  1. Two to five players, but the best is playing as partners, two against two.
  2. A standard 52-card deck.  When there are four players, remove two deuces from the deck.
  3. Rank of cards: ace (high) , king, queen, jack, ten, nine, eight, seven, six, five, four, three, two (low).

The Deal.  The dealer deals the cards two at a time until each player has ten cards.  he then deals the next ten cards face down to make a pile, and puts this pile in the center of the table.  These are the “Frogs in the Ponds.”   When there are three players, use the whose pack and del 13 cards to each player and 13 cards to the frogs pile.  When five people play, remove the four deuces, and deal eight cards to each player and eight cards to frogs pile.  Each player must always have the same number  of cards as the Frogs in the Pond.

            The Object of the Game.  To be first to score 100 points by winning cards that count in the scoring.

                        Each ten                     10 points
                        Each five                      5 points
                        Each ace                      4 points
                        Each king                     3 points
                        Each queen                 2 points
                        Each jack                     1 point

Variant.  Some play that the jack of spades (called the tadpole) counts a minus 10 points against the player (or side) taking it.
            The Play.  The player to the left of the dealer starts the game by leading a card, placing it face up in the center of the table.  (The best casino strategy, when you are playing partners, is to lead an ace.  Then, if your partner has a ten or a five or some other scoring card, he can put it on your ace and your side will win both cards.)  Each trick is won by the highest card of the suit led.  The players must follow suit if they can.  If a player “revokes,”  of fails to follow suit when he can, he loses 10 points from his score.  When a player cannot follow suit, he may play any card he desires.

            The winner of each trick picks up the cards won and at the same time, takes the top card of the frogs pile.  He looks at this card, but he must take care that no one else, not even his partner, sees it.  He does not add it to his hand, but puts it face down with the cards he has just won.  If it is a scoring card, it will count for him.  He then leads for the next trick.
            Each winner of a trick always does the same thing takes a frog to add to the cards won.  When all the cards have been played, each side adds up its score and writes it down.  The cards are then shuffled and dealt again, the new dealer being the player to the left of the previous dealer.
            The first side to score 100 points wins the game.  If players are playing independently, each for himself, the first one to score 100 points is the poker winner.

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AMERICAN WHIST =================

AMERICAN WHIST
BID WHIST
VINT
BOSTON
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Pinochle Many Variations
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Pinochle Many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

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Other Members of the Bezique Family

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The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Imperial
Jass
Boo-Ray or BOURÉ

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The Big Euchre Family
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The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf

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The Heart Group
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Heart Group
Spot Hearts
Black Widow Hearts

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The All-Fours Group
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All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle

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Banking Card Games
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Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
Pontoon
CHEMIN DE FER
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
ZIGINETTE
CHINESE FAN-TAN
Banker and broker
Red Dogs


Card craps
Lottery
TRENTE ET QUARANTE

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The Stops Games
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Stops Game
SNIP-SNAP-;SNOREM
ENFLE
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Skarney® and How It Is Played
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Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles

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Cheating at Card Games
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Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

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Dice and their Many Games
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Dice and their Many Games
The Casino Game: Bank Craps
THE CASINO’S LPERCENTAGE OF BANK CRAPS BETS
SCARNE’S RULES FOR OTHER DICE GAMES
English Hazard
Hooligan
General
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

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Games Requiring Special Equipment
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Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette

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Lottery and Guessing Games
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Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The Match Game

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Glossary of Game Terms
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glossary
glossary1
glossary2
glossary3


Poker Games Information

 

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