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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

Casino

Casino (sometimes misspelled casino) is a hardy, perennial two-handed game that can trace its beginning back to the Italian game of  Scope.  It had its greatest popularity prior to the advent of Gin Rummy.
            Although Casino is easy to learn, it is a game that can be played very scientifically, and the best Casino two-handed players are very expert, at least as expert as the best Gin Rummy players are at their game.  For this very reason the average player when pitted against an expert is bound to lose unless he knows some of the scientific aspects of the game.  If you lose constantly against a certain player, it is because you are not as good as the other fellow, not because of the bad cards you are dealt.  Although Casino is sometimes played with three or four players, I do not recommend either method for expert play since more than two players reduce the strategically possibilities of the game.  But, for family play, the following variations are recommended: Three-and Four-Handed  Casino, Royal Casino, Draw Casino, and Spade Casino.

REGULAR CASINO

Requirements

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

Number Values of the Cards.  The play of the game requires that the cards be given number values; ace counts 1, two 2, three 3, and so on, through ten.  The jack, queen, and king have no given point values.  Rank of cards does not enter into the game.
            Object of the Game.  To win the hand or game by scoring more points than your opponent.  Six or more points win a hand.
            Point-Scoring Values.

  1. Each ace taken  in counts 1 point.
  2. Two of spades (known as little casino )taken in counts 1 point.
  3. Ten of diamonds (known as big casinos) taken in counts 2 points.
  4. Seven or more spades (known as spades) taken in counts 1 point.
  5. Twenty quest seven or more cards of any suits (known as cards) taken in count 3 points.   If both players take in 26 cards there is no score for cards.

All told there are 11 points to be scores in each hand


(Right ) The player holding this Casino hand (fanned cards) against the cards dealt to the table used the six to take the four and two.  (Left) with this hand (fanned), the casino play player may place his four upon the table’s six, announcing that he is “building tens.”

            The shuffle, Cut, and Deal

  1. Players cut for deal, and low card deals the first hand.  thereafter, the deal alternates between players.
  2. The dealer shuffles the cards and offers them to his opponent to cut.
  3. The dealer deals his opponent two cards face down, then turns two cards face up on the center of the table.  He then deals two cards to himself face down.  Two more face down cards are dealt to his opponent, two more face up on the table, and two more cards face down to himself.  In brief, each player now holds four cards, and four face-up cards are resting on the table

The Play of the Hand. Beginning with the nondealer, each player alternately may play any card he wishes from his hand.  A player may  make any of the following possible plays  at each turn of play:
A player possessing a card of the same number value as any on the table removes the card from his hand and places it face down on the matched card, picks up the matched pair, and places them face down in a pile in front of him.  One card or several can be paired in this way.  In addition to this, a player also may take in any group of cards resting on the table whose total numerical value adds up to the number value of the card he plays.

Example 1: Suppose that a player at his turn of play has a ten-spot card in his hand, and exposed on the table are three ten-spot cards and an ace, a six, and a three.  The player can take in the three tens, and also the ace, six and three, which total 10.  All seven cards (which include the player’s ten-spot) are taken on the play and placed face down in a pile in front of him.
            Example 2:  Suppose that there are three deuces on the table and a player holds both a deuce and a six-spot.  He can play either the deuce or the six from his hand to take in the three deuces: he can play his deuce because it is a card of the same number value as the cards on the table, since the three deuces add up to 6.  Or if there were three deuces and a six on the table the player could play  the six from his hand, call “Six,” and take in the three deuces and the six-spot with his lone six, thereby cleaning the board.
            A player may take in only one picture card (jack, queen, or king) on the poker table with a matching picture card from his hand, unless he holds the fourth to a set of three on the table.  Example: If a player holds a king in his hand and two kings are exposed on the table, he may take in only one of the exposed kings at his proper turn of play.  But if there are three kings, or three queens, or three jacks, on the table and a player holds the matching fourth card, he is permitted to take in all three picture cards exposed on the table, plus the one card in his hand, making a total of four picture cards.
            A  player may play a card from his hand onto a card on the table, leave it there, and announce he is building, simply by naming the number value (from 1 to 10) he is building.  There are a numbers of ways of making builds.  Suppose there are a six and a deuce on the table, and the player possesses an ace and a nine in his hand.  He places the ace together with the six and deuce in a group and announces “Building nine,” which statement indicates that the player holds a nine-spot in his hand with which he can take the nine build.  This type of build is known as a single build.  Example: Suppose a player has made a single  build of five.  His opponent at his proper turn of play adds an ace to it and calls a new build of six.  Only a six can take this build.  Naturally, the player who increases the five build to a six build holds a six in his hand.  this six build can be increased to a seven, eight , nine, or ten build providing the player abides by the above single-build  rules.
            A player may not ,make use of a card on the table to change the number value of a single build.  He must play a fresh card from his hand.

            A player may take in an opponent’s build when it is his proper turn of play only if he holds a card of the same number value as the build.  Once a player has made a build he must, on his next play, either take a trick, make another build, increase a single build to a higher number, make a single build into a multiple build, or add to a multiple build.
            A multiple build is a build in which more than one unit of the number is built.  For example, a build of nine made of six plus three and a duplicate made of eight plus ace.  A player may add to a single build and make it  a multiple build at his next turn by adding a card  from his hand, with or without another card, or cards, from the table.
            Example 1.  A player has built nine at his previous turn of play.  He has two nines in his hand.  he puts one of them on his single build of nine, making it a multiple nine ready to be taken with the second nine in his hand.
            Example 2.  A player has a single build of nine.  In addition to holding a nine he holds a four and a six.  If there is a five on the table  he can add his four-spot to it, call “Nine,” and place both cards on this build pile of nines, making a multiple build which he must take on his next turn of play, unless he can add another nine build or his opponent takes the build with a nine-spot.

            A player may not change the number value of a multiple build.
            Example 1.  A multiple build of sevens has been made consisting of a seven and a four and a three.  No player is permitted to take this build and call a higher build.
            Example 2.  A player has played a four from his hand, placed it atop another four on the table, and called “Fours” (a multiple build).  No player is permitted to take this build with an eight.
            When a player dos not take a trick or make or contribute to a build, he must discard a card from his hand face up onto the table.  This is known as trailing.  A player may discard at any time he please providing he does not have a build of his own on the board.
            Continued Deals.  After both online poker players have played their first four cards one at a time, the dealer picks up the stock (the undealt ones) and deals four more cards to the nondealer and himself in the same manner as in the original deal.  However, he does not deal any cards face up on the table at any time for the rest of the deal.
            Play continues until all the cards in the deck have been exhausted (dealt).  When each player is dealt his last four cards, the dealer must announce the fact by saying “Last” or  “Deals up.”

            Taking In the Last Trick.  The player who takes in the last trick also takes in any other cards that may be left on the table.
            Ends of Game.  When the hand is over, the players look through their piles of cards (the tricks they have taken ) and score as described under  “Point-Scoring  Values.”  The player scoring the greatest number of points is declared the winner of the game.  The lower score is deducted from the higher score, and the difference is the winning margin.
            Casino Match Style.  Instead of considering each deal a separate game, the players may decide to make the goal of the game a point total, in which case the deals continue until the goal is reached.  For example, the player first to reach the goal of 11 or 21 points wins the match.  If both players score sheet the required number of 11 or 21 points or more in the same hand, the player with the higher score is declared the winner.  The reward for the winner is usually stipulated before play starts.

            Additional Rules
            Misdeal.  The following determines whether or not a misdeal has occurred:

  1. If a play poker player accidentally turns up a card or cards belonging to his opponent and this occurs with the first 12 dealt cards, that deal is void, a misdeal is declared, and the same dealer deals again.
  2. If a player accidentally turns up a card or cards belonging to his opponent and this occurs after the first 12 cards have been dealt, the previous dealt hands stand.  However, the current dealt hand is retrieved and shuffled back into the stock and a new hand is dealt.
  3. If a player turns up a card or cards belonging to himself, he must play that hand.  No new deal or shuffle takes place.
  4. If a card, or cards, is found face up in the deck during a deal, the play stands.  However, the player receiving the face-up card or cards is permitted to remove the same number of cards from his opponent’s hand, look at them, and return them to the opponent.
  5. If a player has too few or too many cards and this is discovered before the first trick is completed, a misdeal is declared and the same dealer deals again.
  6. If a player has too few or too many cards after the first trick, and this is discovered after one or more cards of the hand have been played, he loses the deal and his opponent is credited with 11 points.

Announcing the Last Deal.  If the dealer fails to announce “Last deal” when the last eight cards of the deck are dealt and a trick is played from the last eight cards of the deck are dealt and a trick is played from the last eight cards of the deck, he loses the game and his opponent is credited with 11 points.
Faulty Builds.  If a player makes a build and does not have a proper card to take it in, he loses the game and his opponent is credited with 11 points.  If a player trail (plays a card without taking a trick) and he has build already lying on the table, he loses the game and his opponent scores 11 points.
Looking Through Cards Taken In.  If a player takes in a trick, his opponent may ask to see the trick even though the  cards have been gathered and placed in the taker’s pile.  This is the case only if the opponent has not played after the taker of the trick under consideration.  If a player makes a play after the opponent has committed an error, the incorrect play is considered condoned.  In no other instance is it permitted to look through gathered wanted poker cards.  The penalty for such infraction is loss of game and a score to the opponent of 11 points.

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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

 

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