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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
Standyard Teeko Strategy
Start Teeko Game
Standard Checkers Law

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Parlor Games for All
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Parlor Games
Twenty Questions

 

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Caribbean Poker

The Laws of Progressive Contract Bridge

The following are reprinted thanks to National Laws Commission of the American Contract Bridge League:

1.  Arrangement of Tables. The game is played by two or more tables of four players: each. The tables are numbered consecutively , from Table 1 to the highest number.

Comment: It is customary to provide each table with two decks of cards having different backs. The tables should be numbered conspicuously for the convenience of the players, and each one should be provided with one or I more pencils and a score pad showing contract scoring.

2. Tally Cards. Prior to the beginning of play, the game director or committee prepares individual tally cards, one for each player. Each tally card bears a table number and designates a position (North, South, East, or West) at the table.
The tally cards may be drawn at random by the players or assigned by the game director, as he prefers. When play is called, each player takes the position assigned by his tally card.
Comment: At mixed parties it is customary to arrange the tallies and seat assignments so that a gentleman will always have a lady as a partner and vice versa. This is accomplished by having tallies of two different kinds or colors, one for the ladies and the other for the gentlemen.
3.   A Round. A round consists of four deals, one by each player. When all tables are through play, the game director gives a signal and the players move to their positions for the next round according to the type of progression used.

4.  A Deal Passed Out. Only four hand score sheet are dealt at each table, one by each player. If a deal is passed out (that is, if all four players pass at their first opportunity to declare), the deal passes to the left and both sides score zero for that deal.

5.  Method of Progression. At the conclusion of each round, the winning pair at Table I remain and the losing pair move to the last table. At all tables except Table 1, the losers remain and the winners move up one table toward Table 1.

Comment: The above is the standard method of progression, but this may be waived or altered to suit the wishes of the game director or the players. Special tallies may be arranged or obtained, assigning positions for each round in such a way as to give each player as wide a variety of partners as possible. Another method is to have the ladies progress one way and the gentlemen the other way.
6. Selection of Partners. At mixed parties, it is customary but not essential for a gentleman to play with a lady partner and vice versa. If the standard method of progression is used, the visiting lady at each table becomes partner of the gentleman who remains.

If the players are all of the same sex, the four players at each table draw cards to determine partners at the start of each round. The two new arrivals at each table draw first, and the one drawing higher has choice of seats and is the first dealer. The one drawing lower sits at the left of the first dealer. The two players who remain at the table from the preceding round then draw, the higher becomes the partner of the dealer. Thus all players change partners after each round.
Comment: Since the chief function of ‘ Progressive Bridge is social, it is preferable to change partners at each round. However, if for some reason a pair contest is desired, the same partnerships may be retained throughout by simply progressing as described in paragraph 5 without changing partners at the next table. Another method is to have the original North-South pairs remain in the same positions throughout the game, and to have the East-West pairs progress one table at a time until they reach Table I, and then go to the last table. In this case, the progression is followed automatically, regardless of which pair wins at each table.

7. Draw for Deal. Unless the dealer is already determined under paragraph 6, the four players at a table draw for first deal. The player who draws highest is the first dealer and may select either deck.
Progressive Bridge Scoring. With the exceptions specifically mentioned below, the scoring for Progressive Bridge is exactly the same as for Rubber Bridge:
Each deal is scored and recorded separately, and no trick points are carried over from one deal to the next. Game is 100 points for tricks bid and made in one deal. The game premium is 300 points if not vulnerable and 500 points if vulnerable, and it is allowed only when game is bid and made in one deal.
A premium of 50 points is scored for making any contract less than game. This premium is in addition to the value of the poker tricks made. Premiums for a small and grand slam are allowed only if bid for.

8.  Scoring Limits. A side may not score more than 1,000 points in a single deal except in the case of a slam contract fulfilled.
Comment: It is’ not correct to prohibit doubles or redoubles. The limitation of penalties avoids the necessity of this restriction.
9.  Vulnerability. The first deal of each round shall be played and scored as if neither     side were vulnerable.  The second ‘and third deals of each round shall be played and scored as if the dealer’s side were vulnerable and the other side not vulnerable.
The fourth deal of each round shall be played and scored as if both sides were vulnerable.
Comment: This is the most desirable method of determining vulnerability in Progressive Bridge, but if preferred all deals may be played as though neither side were vulnerable, or all deals as though both sides were vulnerable. In any event, the method should be announced before play starts.
10.  Recording the Score. One of the four players at each table is appointed to record the score. He enters the result of each deal on the Score pad separately and, at the end of the round, totals all the points made by each side.

He enters on the individual tally of each player the points made by that player’s side and also the points made by the opponents.
Comment: Correctly designed tallies provide spaces to record both My score and Opponent’s score. It is important that both be entered on the tally, for otherwise the record would be meaningless.
11. Computing Total Scores. At the Conclusion of the game, each player totals his score. He also totals the scores of his opponents, as recorded on his tally, and subtracts his Opponents’ total from his own. The difference, plus or minus as the case may be, is recorded in the space provided at the bottom of his tally.
Comment: Let us Suppose that a player scores 2,460 points, and the Opponents score 1,520 points against him. This makes his net score +940 for the entire session. On the other hand, if a player scores only 1,650 points, and the Opponents score 1,940 points against him, then his net score for the session is 290 points. Do not make the mistake of recording only plus scores, for that method gives false results, and is likely to lead to improper doubling and redoubling.

 12. Determining the Winner. The online poker player with the largest plus score is the winner. Other players with plus Scores rank in descending order followed by the players with minus scores, the one with the largest minus being last.
Comment: The method of awarding prizes! is left to the discretion of the game director. At mixed parties it is usual to award one or l more prizes to the highest ladies and one or I more prizes to the highest gentlemen.

Progressive Rubber Bridge
Progressive Rubber Bridge is a variation of p the usual progressive game. It has proved increasingly popular, and may in time supplant the usual form. It follows the methods of progression and change of partners described in the preceding laws, but the scoring is somewhat different.
Under this arrangement it is preferable to play six or eight deals to a round, or to fix the length of a round by a definite time limit say 30 minutes. If the length of a round is determined by a time limit, any deal which has been started before time is up may be completed, but no new hand may be dealt.

Rubber scoring is used. As many rubbers as possible are completed during the time allotted. A rubber completed in two games carries a bonus of 700 points. A three-game rubber carries a bonus of 500 points. If a side has won one game toward a rubber and the other side has not won a game, 300 points are allowed for the single game won. If a rubber is unfinished and one side has made one or more part-score contracts in an unfinished game, but the other side has made no part score in that game, the side with the part score(s) adds 50 points to its score.
Vulnerability is determined by the state of the score and not according to paragraph 9 in the Progressive Code. A side is vulnerable when it has won a game and remains vulnerable until the conclusion of that rubber. However, vulnerability lapses at the conclusion of a round and a new rubber is started at the beginning of each new round.
At the end of a round each player enters on his tally only his net gain or loss-not his total score. At the end of the session these net gains and losses are totaled and the player’s final score, plus or minus as the case may be, is entered at the bottom of this tally. (If each side is permitted to enter all the points it has scored, without subtracting its opponents’ score; and if each side has scored a game toward an unfinished rubber, then each side adds 300 points to its score; and if each side has a part score in an unfinished game of an unfinished rubber, then each side adds 50 points to its score.)

The Laws of Pivot Contract Bridge

Pivot bridge is played by four (or five) players at a table. This form may be used for a single table or for large gatherings in which it is desirable to have each table play as a separate unit without progression by the players.
The game is so arranged that each player plays with each other player at his table both as partner and opponent.  There are two methods of play first, four deals may be played to a round, one deal by each player, and the players change partners at the end of each four deals second, rubbers may be played, and the players change partners at the end of each rubber.
If four deal to a round are played, the scoring is exactly the same as in Progressive Bridge if rubbers are played, the scoring is exactly the same as in Rubber Bridge.  the laws given below explain only the method of rotation in changing partners, not scoring vulnerability, etc., which are covered elsewhere.

  1. Draw for Partners.  The players draw cards for partners and deal and for a choice of seats and deck.  The player who draws highest is the first pivot, and he deals first and has the choice of seats and decks.  The player who draws second highest is the  pivot’s first partner; the player who draws third highest sits at the pivot’s left during the first round; the player who draws fourth sits at the pivot’s right; and if a fifth player is present, he does not participate in the first round or rubber.
  2. Changing Partners (For Four Players).  During the first three rounds or rubbers, the players change positions as indicated in the following diagram:


The diagram for changing partners for four players.

            After the third round or rubber, the players again cut for position and partners.

  1. Changing Partners (For Five Players).  If five players desire to play at the same table, they may be accommodated in this manner:  for the first round or rubber, the players take the positions indicated by their draw for position under paragraph1.  For rounds of one to five, they take the positions indicated in the following diagram:


The diagram for changing partners for five players.

At the end of each five rounds, the players again draw for positions and partners.
Comment :  This arrangement permits each player to play with each other player once as partner and twice as opponent, and each player sits out one round in turn.

  1. Determining the Winner.  At the completion of each round or rubber, the player enters on his tally both his own score and that of his opponents.  Each player totals his own and his opponents’ scores separately and records the difference, plus or minus as the case may be, at the bottom of his tally.  The player having the highest plus score is the poker winner and the others rank in descending order according to their scores.

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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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