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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

Imperfect Deck

A pack or deck is incorrect if it does not comprise exactly the number, rank, and suits of cards prescribed by the poker rules of the particular game.  A pack may be incorrect by reason of the fact that some cards have been dropped on the floor, or have been gathered up in another pack, or by reason of the fact that it contains some cards belonging to another pack.  The term imperfect  is used in a narrower sense, to mean an incorrect pack which cannot be rectified by the simple act of removing foreign cards or restoring to it cards which originally were included in it. The only frequent imperfection is that the cards have become so worn and defaced that some are identifiable from the back.

            When it is  discovered that the pack is incorrect (and presumably was incorrect at the beginning of the current deal), the current deal is at once abandoned, even though it may have progressed through various stages of abiding or play.  All scores made before the deal, however, stand without change.  When it is discovered that a pack is imperfect, but only through having an identifiable card, the current deal usually stands if dealing has been completed, but the pack is then replaced.

Arranging  Cards

Most players arrange their cards in suits in alternating colors, black, red, etc., or red, black, etc., to prevent confusion of suits of the same color.  Most experienced players, however, vary the order in which they arrange their suits in their hands.  Observant opponents can tell a lot about the distribution  of cards in the hand of a player who makes a habit of arranging his suits in a certain way every time.  They note from what part of his hand he made his plays.

The Bidding

The turn to bid begins with some designated player, usually the dealer or the player at his left, and continues to the left, each player waiting until the one at his right has made some declaration.  Such as “By me,” “By,” “No bid,” or “No,” often cause misunderstandings of the players intentions.
            In partnership games where there is bidding, a player should be careful to make his bid without inflection or emphasis that might convey illegal information to his partner.
            Bids once made may  not be withdrawn and may be changed only if they are insufficient to overcall someone else’s bid.  The player is then required to make the bid sufficient.  This general rule is particularly important in a partnership game where a bid once made give important information to a partner.

The Play

All important games have strict rules governing play which should be carefully observed by the players, not only because they put everyone on an equal footing, but because they make for a better and far more enjoyable game.  Most games if played with too much informality lose their interest after a few minutes of play.  If a player finds the rules of the game too strict and confining for him, he should either observe them in the interests of fair play or suggest that some other game be played instead, there the rules are less strict.
            The bane of most card games is the play out of turn.  Players should exercise special care to make their plays only in their turns to do so.  If a player leads a card when it is not his turn, he may be giving valuable but illegal information to his partner; and if two are teamed against one in a three-handed game, this information is often important enough to determine the fate of a closely bid contract.  Plays should be made without gestures or undue emphasis which are likely to convey information beyond that given by the card itself.

 Trumps

A player  who has never played a game in which trumps are used is likely to have some difficulty at first in comprehending their function.  The world “trump” is a corruption of “triumph.”  Which means  “to conquer.”  Trumps are therefore literally conquering cards, winning over non trump cards because of special powers given to them in play.  Usually the cards of some entire suit may be trumps, but sometimes only certain cards.  Trumps are chosen in different ways according to the game.  In many the right to name the trump suit is bid for competitively.  In others the trump suit is decided buy turning up a certain card.  In either of the foregoing methods, the particular suit named trump holds that rank only for that deal.
            Another way is to establish some suit or certain cards as permanent trumps, in which case trump for the game is the same deal after deal.  In some games, Euchre, Skat, and Spoil Five (to name three),  cards of other suits beside the trump suit also are trumps.  In the last two games certain cards are permanent trumps, regardless of which suit is the trump suit in the deal.  Or, finally, suits may become trumps in an arbitrary order of rotation.  This last method is rare.

            When a suit has been given special rank as a trump suit, it means that the lowest–ranking card in it will beat in play the highest–ranking card of any other (nontrump) suit, usually called a plain suit.  Example:  In a game where ace is the highest – ranking card in a suit and deuce (two) the lowest , a deuce of trumps will beat an ace in a plain suit, but will be beaten  in turn, of course, by a three, four, or other higher trump.  Consequently, because of the power of trumps, even the smallest ones, players in bidding will naturally try all things being equal to establish as trump the suit in which they have the most cards.

Scoring

The scoring in most games can be done simply with a pencil and a sheet of pad paper.  Each player’s score is noted in a separate column under his name or initials.  In poker, most banking card games, and some others, it is convenient to use chips or checks.  These are small disks made of ivory or plastic and are usually colored, white, red, blue, and sometimes yellow.  The value of the chips is discussed on page.  If no chips are available, other counters may be used beans, buttons, matchsticks, etc.
            In games where scoring runs into the hundreds, it is customary to use the unit method of scoring.  The total for a game is brought to the nearest even hundred, the terminal zeros  canceled, and the remaining digit set down as the score.  Example:  The score is 890.  this becomes 900, which is reduced to 9.

Settlement

When the time for settlement comes at the end of the session, scores are compared.
The Difference in Two Scores.  If two are playing, the one with the better score collects according to the difference between his total and opponent’s thus if player A has a score of 360 and opponent a total of 220, A’s winning margin is 140.  A value is usually set per point beforehand, and settlement is made on that basis.  In partnership games the same principle is used as above with each member of the winning side collecting from one opponent, not both, that is, one collects from one opponent and his partner collects from the other.
The Difference in All Scores.  When three or more play each for himself, settlement may be made on the difference in all scores.  Here is the way it works: Suppose four are playing.  A has 980 points; B 720 points; C 420; D 390.  A wins 260 points from B, 560 from C, and 590 from D.  B wins 300 from C and 330 from D. C wins 30 from D.

Pie.  In sociable round and banking games, many players favor the “pie” procedure of keeping in the game a player who loses his table stake.  Generally, this is done by everyone’s chipping in equally to provide the player with a new stake.
            Some play that when any player loses a certain sum, he may continue in the game without a further stake until the end of play.  If he wins anything, he may keep it and use it in play.  If he loses, he does not have to play.

Duration of Play

To avoid disputes it is advisable, generally, to set a specified time limit for a session of cards, at the expiration of which any player the game.  The others, if they so desire, may continue play after setting a new time limit.  Instead of a time limit, players may agree beforehand to play a certain number of rounds of dealing, games, hands, or points.  The matter of setting a time limit for play is especially important in stake games where much hard feeling can thus be avoided.

Condonement of an Irregularity

The laws of different games vary widely in the penalties applied to irregularities and in the extent to which they may be rectified to allow play to continue.  But in all there is limitation of the time during which an allegation of error is deemed to have condoned  it, to have accepted it as regular.  Custom has fortified at least the following “
stature of limitation.”
            Procedural error in shuffling, cutting, or dealing (not resulting in wrong numbers of cards in any hand): If a hand has too many or too few cards, a misdeal may be called until the cards have been mixed together; thereafter the deal and the score for it stand.
            Error in bidding, declaring, making trump, etc.:  Stands after the opening lead of the play.  Error in playing out the hands:  Stands after the score for the deal is agreed upon.  Error in recording scores or in arithmetical computations:  Stands after payment has been offered and accepted in settlement of the score.  Many games place  a greater limitation upon the time available for penalization  ( and rectification ) of an irregularity.  But none extends the time beyond this “natural statute,” which may therefore be accepted as the law in any case for which the rules of a game do not make specific provision.

            In Encyclopedia of Games,  I have taken a modern approach and use the language of today.  Many present day game compilers, still complying from the old Hoyles, during back as far as 1845 over a hundred years ago- still call, for instance, the leadoff man the player who plays first after the deal the Age, or refer to his cards as the Eldest Hand.  Try, in your next cad game , referring to this player as “the Age” and see if he knows what you’re talking about.  In John Scarne’s Encyclopedia of Games, the player who makes the first play in any card games is known as the leader or player to the dealer’s left
Of course, ever since Americans decided to play Poker, Bridge, Gin Rummy, Canasta, and the many other games that have become our favorites, unsuspecting players have considered Hoyle to be the ultimate authority on the play.   I’m no iconoclast, I don’t believe in making it tough for any man to make a living; but we’d better, at the outset, face the facts about this venerable myth.  You can’t play most of the card games today according to Hoyle simply because Hoyle (a) never played these games, (b) never uttered a ruling on them, and (c) never even heard of them.  Edmund Hoyle was an English barrister who wrote a short treatise on such games as Piquet, whist Backgammon, Quardrille, and a few other games which are not now even played or if played, have been vastly changed.  In fact, most of the card games we play today were not heard of until decades after Hoyle’s death in 1769.
The rules of the games set forth in the Encyclopedia of Games are not according to Hoyle, but ACCORDING TO SCARNE.  They are based on modern conventions and conditions of play.  They have been devised for players who understand and love the game.  They are based on exhaustive investigation of current practice.  They have been tested in clubs, casinos, and private games throughout the world, and they have stood the test.  They are mathematically sound, they recognize the realities of the play, and they are authoritative.

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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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