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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

Decade

Layout. Deal cards in a row singly, face up.
Play. Discard any three adjacent cards that add up to 10, 20, or 30. Count jacks, queens, and kings as 10 each. The game is won if all cards but one are discarded.

Betrothal

This Marriage poker solitaire, also called Royal Marriage and Matrimony, is rarely consummated. You may consider it a victory to bring the principals within eight cards of each other.
Layout. Place the queen of hearts & the table at left and place the king of hearts on bottom of the pack.
Play. Deal cards in a row to the right of the queen. Whenever two cards of the same suit or same rank are separated by one or two cards in this tableau, throw out the intervening cards. The game is won if, after the entire pack is dealt out, the king and queen of hearts are side by side, other cards having been discarded.

Accordion

Also called Idle Year and Tower of Babel, this game is the best and certainly the most popular game of the family that includes Decade and Betrothal.
Layout. Deal cards in a row. Whenever a card is of the same suit or same rank as the next at its left, or the third at its left, the right- hand card (or pile) may be moved upon the other. If a card matches both the next and the third-next cards, the player may make either move. After each move, look to see if others are now possible. Game is won if the entire pack is consolidated in one pile.

Golf

Layout. Deal five rows of seven cards each, overlapping. Deal one card below this tableau to start the waste pile.
Play. Bottom cards of the tableau columns are available. The object is to clear away the tableau by building all the cards upon the waste pile. Building, is in sequence, up or down, regardless of suit. Sequence of rank is not circular; only a two may be built on an ace, and nothing may be built on a king.
Turn up cards from the hand singly and place them on the waste pile, using each to take off as many cards from the tableau as possible or expedient. The game is won if the entire tableau is cleared away.
Competitive Play. One game of Golf is treated as a “hole.” The number of “strokes” taken by the player to make this hole is the number of cards left in the tableau after play is blocked.  A hole may be made in zero or less than zero; if the game is won, the number of undealt cards remaining in the hand is a minus scores.



The layout for Accordion

 

Hit or Miss

Many a student of card probabilities has been attracted to the problem of determining the chance of winning poker this game, which is also called Treize, Roll  Call, Talkative, and Harvest.
            Layout and Play. Deal cards face up singly into one pile.  Count the cards from 1 to 13, then repeat.  A card is hit if it is of same  rank as the ordinal number called.  Jack ranks 11, queen 12, and king 13.  Discard all cards that are hit.  Do not alter the sequence of counting because of a hit.  Example: If a six is hit, queen12, and king 13.  Discard all cards that are hit.  Do not alter the sequence of counting because of a hit.  Example: If a six is hit, count the next card “seven.”
            Each time the hand is exhausted, pickup the pile of unhit cards, redeal, and continue the count from where it was stopped.  If pack is gone through twice in succession, without a hit, the game is lost.  To win, every card in the pack must be hit.

Idiot’s Delight

The attraction of this solitaire, which is also called Aces Up, is that the percentage of wins  is higher than in most of the other tableau depleting games. Aces rank high, above the kings.

Layout. Deal four cards in a row.
Play. Discard any card lower than another card of the same suit. Continue in the same way, dealing in rows of four upon four fixed piles or spaces, and discarding whenever possible. A space left in the tableau by removal of an entire pile may be filled by the top card from any other pile. Of course, the selection should be made if possible so as to release additional cards for discard. Spaces must be filled before a new row of four cards is dealt, if there are enough cards in the tableau for this purpose. Since aces are high, they may be moved only into spaces. The game is won if, after the entire pack is dealt, only the four aces remain in the tableau, the rest having been discarded.



The layout for Golf.

Royal Flush

The royal flush comprises an ace, king, queen, jack, and ten of the same suit.
Layout. Deal the entire pack into five piles face down (put the two extra cards on the first two piles) .
Play. Turn the first pile face up. If the top card is a ten or higher, it fixes the suit of the royal flush. If not, remove cards one at a time from this pile until you come to a ten or higher card. If there is none in the first pile, turn up the second and continue the search in the same way.
Having fixed the suit of the royal flush, turn up each pile and discard cards from the top until a card of the flush appears. If there is none, the entire pile is discarded. Eventually each of the remaining piles will be topped by a card of the flush. Pick up the piles in reverse order, so that the last dealt will be at the top of the new hand. Deal the cards into four piles face down as far as they go. Turn up the piles and discard cards from the top until one of the flush cards appears. Continue in the same way, discarding cards that cover the uppermost flush card in each pile. Reduce by one the number of piles dealt each time. The game is won if, when only one pile remains, it comprises the five cards of the royal flush and no others.

Perpetual Motion

Layout. Deal four cards face up in a row. If two or more are of the same rank, move the others upon the one at the left.
Play. Continue dealing the whole pack by rows of four upon the previous piles and spaces. Move cards from right to left whenever they can be matched by rank. These  moves are made only with individual cards, not with piles.
When the hand is exhausted, pick up piles in the same order as dealt, turn them over to form a new hand, and deal again by fours. Whenever four cards of the same rank appear in a row, one at the top of each pile, discard them from the pack. The rummy game is won if all 13 fours of a kind are so discarded. Continue redealing the pack without limit until the play online poker game is won or reaches an impasse. When only 12 or eight cards are left, note the order of the cards before dealing and examine the pack before each subsequent deal to see if this same order has recurred. Once an order recurs identically, the game is blocked.

Clock

While purely mechanical, Clock, which is also known as Travelers, Hidden Cards, and Four-of-a-Kind, has the merit of moving fast; you are not kept long in suspense as to the outcome.

Layout. Deal 13 piles of four cards each, face down. Any method of dealing is permitted; the simplest is to count off four cards at a time from the top of the pack. Place 12 of the piles in a circle, representing the numbers on a clock. Put the thirteenth pile in the center (see diagram).
Play. Turn up the top card of the thirteenth or king pile. Place this card face up underneath the pile of its number. For example, if the card is a queen, put it under the pile in the position of twelve o’clock. If it is a jack, put it under the pile for eleven o’clock, and so on.
Having put a card face up underneath a pile, turn up top card of that same pile and continue play. Should a card turn up on the pile of its own number, as a six on the pile at six o’clock, simply put it under and turn up the next card. there is no next card-the pile now comprising all four cards of the pile number-take instead the top card of the next higher pile. Turn of the fourth king stops the play. The game is won if all 13 piles are changed to the proper fours of a kind. If the fourth king is turned up while any cards remain face down, the game is blocked.

Eights-Day  Clock

As the name implies, this game is a more protracted way than simple Clock  of finding our whether the pack happened to be shuffle card into a favorable order.
            Layout.  Deal 13 piles of four, arranged as for Clock, but with all cards face up.

Play. Begin with the first pile (starting at one o’clock) whose top number card is not the same as its number.  Thus if the top of pile one is not an ace, begin there.  Lift of the top card and put it under the next pile.  Move the top card from that pile to the next, and so on.  Go clockwise around the circle of piles, but include pile thirteen after twelve and before one.  In making these transfers, however, skip any pile whose top card is the same as its number.  The progressive changes will gradually  increase the number of such piles and decrease those remaining in the cycle of shifts.  If all the pile become topped with cards of their own number, stop and discard all these 13 top cards.


The layout for Clock

 

The  last card removed before such a discard must be held in abeyance.  Resume play by putting it under the pile of its own number, or the first thereafter that is not topped by a card of the same number as the pile.
The game is won if three sequences of ace to king are discarded. A block will result if at any time the circuit of “live” piles does not contain all the cards necessary to complete a sequence. For example, suppose that the transfers have become narrowed down to a circuit of three piles, the two, six-seven card poker , and twelve piles. Spread these piles for examination. If together they cannot furnish a deuce, a seven, and a queen, further play is useless

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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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