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Draw Poker

Draw Poker
General Rules of Poker
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Spit Card Variants Poker
Miscellaneous Draw Poker Variants

Stud Poker

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

Rummy Games

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

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

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

Variation of Canasta
Typical Four-Handed Score Sheet

Bridge: Contract and Auction =================
Contract and Auction
Contract Bridge Scoring Table
Bridge Poker
Minimum Biddable Suits
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

Cribbage and How it is Played

Cribbage how to Play
Strategy at Cribbage


Strategy at Casino

Children and Family Card Games

Family Card Games
Old Maid
Animals or menagerie

Miscellaneous Card Games

Miscellaneous Card Games
Scotch whist
Lift smoke
Crazy eights

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

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

Chess, Checkers, and Teeko

Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

Parlor Games for All

Parlor Games
Twenty Questions


            Bridge Poker Rules

Illustrations of Most Frequent Irregularities and Penalties.  In all the following examples, the four players at the bridge table are designated as South, declarer; North, dummy; West and East, defenders .  their relative positions are:

NORTH  (Dummy)
WEST                                      EAST
SOUTH  (Declarer)

            Lead Out of Turn.  West should make the opening lead, but East leads the 7.  South may say to West  may say to West “Lead anything  but a diamond.”  West may lead any spade, heart, or club; and East picks  up the 7 and puts it in his hand.  Or South may say to West “Lead a diamond.”  West may lead any diamond in his hand and East may pick up the 7 and play either it or any other diamond he may hold.  Or South may permit West to make any lead  he pleases, but in this case 7 becomes a penalty card;  East must place it face up on the table in front of him and leave it there.  The first time he Canasta legally lead or play it he must do so, subject only to his duty to follow suit.  Or, South may accept the 7 as a correct lead.  In this case dummy exposes his hand and then South plays to the trick.  West plays next and dummy last.  If, after East’s out-of-turn opening lead, South had inadvertently exposed his hand, the  lead would have stood, South’s hand would have become the dummy, and North would have become the declarer.
            In another case, North makes an opening lead, thinking that West  has won the contract.  But South is the actual declarer.  North’s card is put back in his hand.  there is no penalty against the declaring side for exposing cards, since the information so given can be utilized only by the opponents.

            Declarer Leads from Wrong Hand.  North (dummy) won the last trick, but South (declarer) leads the K.  West says “The lead is in dummy,” South replaces the K in his own hand and must lead a spade from dummy. When South plays to that trick, he does not have to play the K if he has another spade he prefers to play.  (If dummy had not held a spade, South could have led any card from poker rummy.)
            West could accept the out-of-turn lead of the K, if he wished, by following to it at once, before either he or East made any remark about its irregularity.
            Revoke Corrected.  South  leads 6.  West has some diamonds, but he plays ♣ 9.  Dummy plays K and East plays 3.  At this juncture West says “Wait, I have a diamond.”
            There is time for West to correct his revoke, because it is not established – neither West nor East has led or played to the next trick.  West must leave the ♣ 9 face up on the table as a penalty card.  He may play any diamond he wished and he elects to play A.  Now declarer may retract dummy’s play of the K and substitute a small diamond.  But East may not change his card.
            In another case, South (the declarer ) revokes and notices his error in time for correction.  He replaces the revoke card in his hand, without penalty, and follows suit with any card he chooses.
            Revoke Established.  South leads K.  West has a spade, but plays ♥ 7.  East wins the trick with the A and leads a heart.  It is now too late for West to correct his revoke.  East, a “member of the offending side,” has led to the next trick and the revoke is established.  Play proceeds normally, and let us suppose that East –West win one more trick.

            South’s contract was two spades, and when play is ended he has won eight tricks.  But as the revoke penalty, he may take two of East-West’s tricks and transfer them to his pile.  That gives him ten tricks in all.  He scores 60 below the line for making two spades, and 60 above the line for two overtricks.  Note that South does not get game for making ten tricks at spades.  He bid only two spades, and that is all he Canasta score toward game.  Tricks transferred as the result of a revoke penalty are scored exactly as though won in play.  If South, having bid two spades, had won ten tricks without the revoke, he could not have made poker game therefore he cannot make game as a result of the revoke penalty.
            Finally, take a case in which West revokes and East, who wins the tricks, establishes the revoke by leading to the next trick; play continues, but East-West do not win another trick.  After the play is completed, South may take only one trick as the revoke penalty- the trick on which the revoke occurred.  He is not entitled to any trick the defenders won before the revoke occurred, because obviously the revoke could have had nothing to do with how such tricks were won.

            Proprieties in Bridge.  The dealer should refrain from looking at the bottom card before completing the deal.  The other players should refrain from touching or looking at their cards until the deal is completed.

            A player should refrain from:  calling with special emphasis, inflection  or intonation; making a call with undue delay which may result in conveying improper information  to partner indicating in any way approval or disapproval  of partner’s  call or play making a remark or gesture or asking a question from which an inference may be drawn attracting attention to the number of tricks needed to complete or defeat the contract preparing to gather a trick before all four hands have played to it; detaching a card from his hand before it is his turn to lead or play  watching  the place in a player’s hand from which he draws a card.
            Do not allow partner’s hesitation or mannerism to influence a call, lead  or play.  It is proper to draw inferences from an opponent’s  gratuitous  acts, but at one’s won risk.  It is proper to keep silent in regard to irregularities  committed by one’s own side, but it is improper to infringe any law  of the game deliberately.  It is improper to employ any convention whose significance is known to partner but has not been announced to the opponents.

Contract Bridge Strategy

The main object in Bridge  is to score as many points as possible.  This Canasta be done in one of two ways by securing the contract for your side and fulfilling it successfully, scoring points for tricks, overtricks, and premiums or by keeping your opponents from fulfilling their contract and so score for your side points for penalties.
            Often more points Canasta be scored for your side by catching  opponents in overbids and doubling them than by taking the bid yourself.  Bear in mind that the winner of the rubber is the side that scores  the most points and that may not necessarily be the side that played the most contracts.
            In life the fellow who always knows the score holds a definite advantage.  The same is true in Bridge.  Become thoroughly familiar with the tables of scoring values.  Develop the habit of checking your side’s score after every hand.  bids and play are affected by the score.

            Evaluating the Hand.  To get some idea of the strength of a hand, the following table of quick poker tricks may be used in making an estimate.  A quick trick is a card or combination of cards which will usually win a trick, regardless  of what  suit is eventually trump and regardless of who wins the contract.  Learn this table by heart  if you Canasta.   (x refers to a low card, usually lower than ten.)



Quick Trick

Ace and king of the same suit


Ace and queen of the same suit

1 ½

Any ace


King and queen of the same suit


Any king and x of the same suit


            Queen, jack, and x of the same suit, or queen and x of one suit plus jack and x of another suit are considered by many to have ½ -quick- trick value.  Others consider these simply as plus values but gives them no definite  numerical weights.  Any jack added to any of the values in the table is also a plus value.  Note: Do not count any one suit for more than two quick tricks.  Thus, ace, king, and queen or ace, king, queen, and jack are only counted as two quick tricks each – the values of their ace-kings.

            The Point Count.  In recent years there has been a popular revival of the point-count method of evaluating hands for bidding.  The point count goes back to Million Work, who is credited with having originated it some decades ago.
            The most useful  application of the point count in its modern form seems to be in no-trump  bidding, where it has proven itself a precise and scientific instrument.  Most good players use both the quick-trick and point-count methods in evaluating the strength  of a hand, as circumstances warrant, and rely on neither exclusively.  This should be borne in mind when reading the following summary of the highlights of the point count as it is used today.
            The Point-count Table:  Any Ace, four;  king, three; queen, two, jack, one.  A combined count of approximately 26 points  in the two hands of a partnership normally will produce game in no-trump  or a major, 29 points in a minor.  A total  of approximately 33 points will produce a small slam and 37 a grand slam.
            In opening bids of one in a suit the count of the hand is arrived at by combining the point value of high cards and the following: 3 points  for a void, 2 for a singleton, 1 for a doubleton.  A hand of 14 points should usually be opened, but hands with lesser count may be opened as convenient.

            One No-Trump and Responses:  Only high cards are valued when bidding no-trump and no points are assigned for distribution.  To open with one no-trump the hand  must be of no-trump pattern with at least three suits stopped.  The count should be between 16 and 19- some prefer 16 to 18.  it is not a forcing bid and may be passed.
            If the responding hand is of no-trump with 8 or 9 points or 7 points and a five-card minor.  Raise to three  no-trump with 10 to 14, or four no-trump with 15 to 16, to six no-trump with 17 or 18, to seven no-trump with 21.  A response of two in a minor indicates a long suit but less than 7 points; two in a major shows a five-card suit with perhaps as many as 8 or 9 points in the hand and an unbalanced distributions.  A response of three in a suit shows an unbalanced hand and 10 or more points.  A response of four in a major shows a fairly long suit, an unbalanced hand and less than 10 points in high cards.
            The Stayman Convention:  In a modifications known as the Stayman convention a response of two  clubs to one no-trump is artificial.  It suggests the responder has one or two major suits  of four cards or more and 8 or 9 points.  It asks the original no-trumper to name, if he Canasta, a major suit of four cards headed by at least a queen.  It looks toward a safer  contract in a  major.

            If original no-trumper has no four-card major, he makes the artificial  rabid of two diamonds with a hand of minimum point count.  This permits responder to rebid two or three no-trump according to the strength of his hand.  If responder bids a major suit over declarer’s two diamonds, he is guaranteeing five cards in the suit.  If responder rebids his clubs a second time, he indicates he wants to play the hand in clubs only, since his holding is insufficient to have the hand play in no-trump.
            Two and Three No-Trump and Responses:  Open two  no-trump with 22 to 24 and all suits stopped; three no-trump with 25 to 27.  An opening two no-trump is not a demand bid and may be passed; an opening three no-trump is not a shutout. 
            In responding to two no-trump:  Raise to three with 4 to 8 points go to three of a suit and then rebid four no-trump.  Jump to six no-trump with 11 or 12 points.  Bid three of a suit and then rebid six  no-trump  with 11 or 12 points.  Bid three of a suit and then rebid six no-trump  with 13 or 14.  Jump to seven no-trump with 15.  Show any six-card major regardless of how low the point count.
            In responding to three no-trump: raise to four no-trump with 7 points; to six no-trump with 8 or 9.  Bid four diamonds and rebid six no-trump  with 10 or 11 points; raise to seven no-trump with 12.  Show a five – card suit with 5 points  in the hand.

            Responding to a Suit Bid of One:  Holding 5 to 9  points, a suit may be shown at the level of one; otherwise the response is one no-trump.  A suit may be shown at the level of two with 10 points, or with fewer points if the suit is fairly long.  With no-trump distribution jump to two no-trump holding 16 to 18.  Jump to three in partner’s suit with 13 to 15; to three of another suit with 13 to 16.

Bidding Inferences.  The online poker player should think of the bidding as a kind of special language in which he tries to convey to his partner, or receive from him, information that will help both partners to gauge correctly the possibilities in their combined holdings and so enable them to reach the best contract.  He should also pay attention to the bidding of opponents.  He Canasta learn things from their bid that may prove useful in playing a contract or defending against it.
            Biddable Suits.  Generally a suit should have four or more cards to be originally biddable.  For safety’s sake a four-card suit should have at least ace, king or queen, and ten- though this is not a must and a five card suit, queen or jack, and ten.  A six-card suit or longer needs no honor card.

            More Than One Biddable Suit:  With biddable suits, bid them as follows: If the suits are equal in length and touch in rank for example, spades and hearts, and diamonds bid the higher-ranking one first regardless of which suit has the higher cards.  Later the lower- ranking suit is bid.  Example: If a player holds two four-card biddable suits in spades and hearts, he should bid spades first then bid the heart suit when his next turn to bid comes.
            If both suits are of five-card length, bid the higher-ranking suit first, even if it is weaker than the other suit; then bid the lower ranking suit, if the two biddable suits  are of unequal length, bid the longer suit first, even if the other has higher cards.
            Rebiddable Suits.  A suit is considered  rebiddable – it may be bid again- if it is at least of five-card  length .  generally, five–card suit should have at least  a king and a lower honor card or be headed by queen-jack-nine to qualify as a rebiddable, regardless of whether it has any honor  cards.  If there are two five-card rebiddable  suits, the lower-ranking one is rebid, not the higher- ranking one.  This indicates to the partner that the player holds two five-card stud suits.

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

Pinochle Many Variations

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

Other Members of the Bezique Family


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

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game
Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

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

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The Match Game

Glossary of Game Terms