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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

JASS

This interesting card game is related more to the Pinochle – Bezique side of the family than to the game of Klaberjass, which it is often confused with and only resembles in the rank of the cards in trump.  It also is called Yass.

            Requirement

  1. Three or four players, each for himself. 
  2. A 36-card deck made by stripping out all cards below the six from a regular 52-card deck.
  3. Rank of cards: In nontrump, they are as follows: ace (high), king, queen, jack, ten, nine, eight, seven, six (low).  In a trump suit, they rank: jack (high), nine, ace, king, queen, ten, eights seven six (low).

The Deal.  Players cut for deal, and his cut is dealer.  Each player, beginning at dealer’s left, receives a hand of nine cards, dealt three at a time per round.  If four are playing, the last card is turned up to determine the trump suit.  If there are player, the twenty-eights cards is turned up for trump, and the remainder of the deck is put aside.

            The turn to deal in subsequent hands passes to the left.

            Exchanging Hand and Trumps.

  1. If there are playing, dealer has the first privilege of  exchanging his hand for the nine cards left in deck, which he does not see.  But he must first wait until the player who holds the six of trumps exchanges it for the turned trump (unless, of course, dealer holds it himself ).  If dealer does not wish to exchange his hand for the face-down cards, any player in turn may then do so.  But a player must exchange is made, no further exchanges are allowed.  Rotation of choice of the exchange is to the left.
  2. If four play, there can, of course, be no exchange of hands, but the player who holds the six of trumps exchanges it for the turned trump.  Dealer picks up the card after the exchange to complete his hand.

The Play.  The player at dealer’s left may lead any card.  Each player in turn must follow suit and try to win the trick if possible if a player cannot follow suit, he must trump if able to and must trump higher if a trick already has been trumped.  But the holder of the jass may trump with it even when able to follow suit.
After a player has poker played to the first trick, all hands may expose any melds for which they wish to score.  The values of melds are as follows:

 

Points

Four jacks

200

Four aces, kings, queens, or tens

100

Five cards in consecutive sequence in the same suit

100

Four cards in consecutive sequence in the same suit

50

Three cards in consecutive sequence in the same suit

20

King and queen of trumps

20

A sequence must be adjacent in rank, and rank for this purpose only being: ace (high), king, queen, jack, ten, nine, eight, seven, six.  This ranking of sequence holds for trumps, too.  But, a player loses the score of his meld if he fails to win at least one trick in the play.
            The winner of a trick leads to the next, and play proceeds until all tricks have been played.

            Scoring.  At the end of play.  each player is credited with what he won.  These are the counting cards
and their value: jack of trumps (jass), 20 points; nine of trumps, 14; any ace, 11; any ten, 10; any king, 4; any queen, 3; any jack except jass 2.  For winning last trick, the player scores 5 points in addition to any others he may win in the trick.  A player who does not win at least 21 points is set back 100 points, which is subtracted from his score.
            The Game.  The first player to reach 1,000 points  announces it.  If his claim is verified, he is the winner, if not, he loses.  If a player or players is found to have 1,000 points at the end of play in a deal, game is set at 1,250 or 1,500.  A player may win only by announcing that he has scored enough for game.
            Variations.  Here are two variants that are often injected into the game.

  1. Some play that, as in Pinochle, a player must undertrump if unable to overtrump when playing to a suit in which he cannot follow. 
  2. Some play that in a four-handed game, a player who thinks his hand cannot score at least 21 points may drop out of play.  The turn to do so begins with the player at dealer’s left and passes to the left.  Only one player may drop out.

Two-handed Jass

This follows the same procedure of play as Two-Handed Pinochle, but the rules are that of Jass.  That is, each player is dealt  nine cards at the start, and after each trick the winner takes the top card of the stock, his opponent drawing the next.  Melds may be made, only one per turn, by the winner of a trick before leading to the next.  Until the stock is exhausted, there is no obligation to follow suit to a lead.  But once the stock is gone, it is obligatory to follow suit if able, as well as to win any tricks.

JULEPE

A fascinating Spanish game which combines the basic features of both Poker and Pinochle.  I first saw it played at the Curacao Club in Curacao, Netherlands Antilles, where its members play Julepe and Chemin de Fer at the same time.
            Requirements

  1. Two to nine players; six and seven make for the best game.
  2. A standard deck of 52 cards plus a joker, whose suit is wild and is valued at 10 ½.  However, when it is turned face up on the table to denote trump it becomes the 10½ of spades.  Cards rank as in poker, two (low), three, four, five, six, seven, eight, nine, ten, joker (10 ½ ), jack, queen, king, and ace (high).

Start of the Game.  Each player antes a chip into the center of the table, forming the pot.
Object of the game.  To win the game by scoring two or three tricks out of five played.  If one player wins two tricks and another two or three tricks, they divide the winnings.

            The Deal.  Any player by mutual consent becomes the first dealer.  From then on the deal moves to the dealer’s left, clockwise (Deal rotates counterclockwise in Latin America.)  After the dealer shuffles the cards, he offers them to the player on his right to cut.
            In a six-or seven-handed game, dealer deals each player five cards, three at a time, then two at a time in clockwise fashion.  Player to the ;dealer’s left, known as the leader, receives the first three cards and the dealer the last two cards.  in a seven, eight-, or nine-handed game each player is dealt five cards.  In a five- or six- handed game each player is dealt six cards, three at a time.  In a two, three, or four-handed game, each  player is dealt nine cards in groups of threes.
            After each player has been dealt the proper number of cards, the next card is faced up on the table and denotes the trump suit.  The stock (remainder of the undealt cards) is placed alongside the trump card.
            The First Play of the Hand.  The first play at Julepe is played the same as Draw Poker.  The leader has the first privilege of play.  After examining his cards, he must do one of three things.

  1. He may open, which indicates he plays.
  2. He may pass (drop out), which indicates he doesn’t desire to play the hand.
  3. He may reserve, which indicates he reserves the privilege to play or pass after all the other players have had their turn to play or pass.  Should one or more players poker play, the leader may either play or pass.  But, should all the players pass, he must also pass.

After the leader has decided, each player in turn, starting with the player to the leader’s left, may do one of two things: play or pass.  They cannot reserve.  This privilege is only valid for the leader.  If all the players  pass but one, he wins the pot.  If they all pass, a new hand is dealt with the same ante.
            Should one player who reserved plays (the leader), the former may viras throw in his entire hand and take the trump upcard from the table and draw four cards.  otherwise the trump  upcard cannot be taken by a  player.  But, should a player hold a six of trumps, he can exchange that six of trumps for the trump upcard resting on the table before the said player viras.

            When the active players number two or more, these remaining players may if they desire draw cads in an attempt to improve their hands, or stand pat.  This procedure is called the draw, and is played as follows:
            The dealer must ask each player (starting with the nearest active player to his left and rotating clockwise) at his proper turn of play how many cards he wants to draw, if any.  This he indicates to the player by saying “How many?” The player either says none or tells the dealer how many cards he wants to draw, which number cannot exceed five.  The dealer must wait until the player discards.  In a two-handed game in which a player is dealt nine cards, should he stand pat, he must discard four cards to make a playing hand of five cards.  Should  he want to draw cards he discards six cards plus the number of cards  he want to draw.  Example:  Player holds eleven cards, he discards eights cards and has three cards left in his hand: he is permitted to draw two cards to make his five card hand.  The same procedure of discarding and drawing holds true be it a two-handed game or a nine-handed  game.  In short,  player must have only five cards in his hand after the draw.  The stock runs out, discards are shuffled and dealt to complete the draw.
            The Second Play of the Hand.  The second play of Julepe is similar  to the play of Pinochle in which players play out their hands in the form of tricks.  The first player who opened plays first.  He may lead off (start the play) by taking any one of the five cards he holds from his hand and playing it face up on clockwise.  After the first card has been led, each active player in turn of play (which remember moves to the left) must observe the following rules:

  1. Each player, if he has it, must play a card of the suit led.  Example: A diamond is the first card led, therefore all players must follow suit with a diamond.
  2. If the player does not have a card of the suit led, he must play a trump card (same suit as the trump upcard).
  3. If he does not have a card of the suit led or a trump card, he may play any other card in his hand.
  4. When a trump card is led (is the first card played  to the trick), each player must play a higher trump card than any previously played if he has one.
  5. But if a nontrump card is led and the player trumps that card, succeeding players are not required to trump or play a trump card higher than the one that has been previously played.

This routine of play continues until all five cards in the player’s hands have run out and all cards have been played to poker tricks.
            How to Score the Hand.  A player who wins two or more tricks wins the hand.  If one player wins two tricks and another two or three tricks, they divide the pot.  Should an active player fail to win two or more tricks, he must pay the winner or winners an amount equal to the pot.  Example: If the pot contained six chips, each active player who failed to scores two or more tricks must pay the winner or winners six chips

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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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