Home ||Contact Us

=================
Introduction
=================

Games you Can Play
General Rules
Imperfect Deck
=================
Draw Poker
=================

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

=================
Stud Poker
=================

Stud Poker
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

=================
Rummy Games
=================

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

=================
Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

=================
Canasta
=================
Canasta
Variation of Canasta
Typical Four-Handed Score Sheet

=================
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

=================
Cribbage and How it is Played
=================

Cribbage how to Play
Strategy at Cribbage

=================
Casino
=================

Casino
Strategy at Casino

=================
Children and Family Card Games
=================

Family Card Games
Old Maid
Animals or menagerie
TWENTY –ONE

=================
Miscellaneous Card Games
=================

Miscellaneous Card Games
Briscola
Primiera
Scotch whist
Lift smoke
Preference
Grand
Crazy eights

=================
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

=================
Chess, Checkers, and Teeko
=================

Chess
Checkers
Teeko
Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

=================
Parlor Games for All
=================

Parlor Games
Twenty Questions

PREFERENCE

This is an interesting poker game for three people.
            Requirements

  1. Three players four may play but the dealer takes no cards and does not participate in the payoffs.
  2. A 32-card deck is used, made up by stripping out all cards below the seven from a standard 52-card deck.
  3. Cards rank as follows: ace (high), king, queen, jack, ten, nine, eight, seven (low).  Hearts are the highest-ranking suit, known as “preference,” then diamonds, clubs and spades (lowest).
  4. Each player antes an equal amount of chips into the pot.

The Deal.  It does not matter who deals the first hand.  The turn to deal passes to the left in subsequent hands.  The cards are dealt three at a time to each player in the first round of dealing then two cards are dealt as a widow face down.  The deal is then continued to each player, four cards at a time, and then three until each has a hand of ten cards.

            The Bidding.  The player at dealer’s left has first chance to bid.  He names a suit and in so doing obligates himself to take at least six of the ten tricks in play against the others.  If he does not name a suit, he must pass.  The bidding turn goes to the left, with each player either bidding a suit or passing.  Each player gets only one bid.  No one mentions the number of tricks that he will take in play, but merely bids a suit.  A player must name a higher- ranking suit than that named by a previous player.  The one who names the highest–ranking suit is the winning poker bidder.  The winner in the first round of bidding may not use the widow for play.
If all players pass in the first round, there is a second round of bidding. In this round players simply chip to the pot without making a bid, or they pass. Each player gets only one turn to chip. The player who puts in the most chips has the right to name trump for the deal and may also use the widow, taking it into his hand and discarding any two cards, so that his hand is at ten cards again.

The Play. The player to the left of the highest bidder leads to the first trick. Each player in turn to the left must follow suit if able to do so. If he cannot follow suit, he may playa trump, if he chooses. If he cannot follow suit and does not choose to trump, he may throw off any card. Highest card of the led suit wins a trick. But the highest trump in a trick wins it. The winner of a trick leads to the next until all ten tricks have been played. The bidder must win at least six tricks to fulfill his contract.
The Payoff. Before the game, players set a value for winning tricks according to the rank of the trump suit. If a player fulfills his bid, he takes a certain number of chips out of the pot, according to the schedule set by the players beforehand for example, taking all ten tricks with hearts as trumps would entitle the successful player to the entire pot. If a player fails in his contract, he pays a certain penalty (agreed on beforehand) into the pot.

THREE-IN-ONE

This game in various versions is known as Tripoli, Tripoley, and Pochen.

Requirements
  1. Four to six players, each playing for himself.
  2. A standard 52-card deck for play; another deck to make the layout shown here.
  3. Forming the Pot. Each player places one chip next to ace, jack, and ten, and two chips next to king-queen combination (known as the marriage). Also one chip is placed on the sequence (seven, eight, nine). Thus, each player must ante six chips before the start of each game.
    Beginning of the Game. The selection of the dealer, seating positions, changing seats, shuffle, and cut are as provided under the General Rules for Card Games, chapter 1.
    The Deal. Any player may be selected as the first dealer. He deals cards to all players, including himself, one at a time per round in rotation to the left. But, not all cards should be dealt out, enough being left over to form a "widow," or "dead hand," which is not to be used in play. (A minimum of four cards should be in this dead hand.)
    The Play. Play is divided into three stages as follows:

    1. In the first stage, players who hold any of the cards or the marriage or the sequence collect all the chips bet on them. To collect on the marriage, the player must hold both the king and queen in his hand, while to take chips on the sequence, he holds all three cards in his hand.
    2. In stage two, each player must put a chip in the pot. The players then select the best five cards of their hands and playa round of closed poker, betting, raising, etc. The best hand at the showdown wins the pot, as in the General Rules of Poker.
    3. In the final stage, the players each ante a chip in the pot again and play a game of Michigan.  Winner takes the pot.


    The layout for Three-in-One

    Final Settlement.  All chips left on any cards of the layout are carried over to the next deal, but each player must again place chips on the layout.  The turn to deal passes to the left.  When the game breaks up and there are still chips left in any of the layout, a round of cold hands in play poker is dealt out.  The winner takes all the chips on the board.

    FIVE-IN-ONE

    This game, also called Variety, is actually a sort of a combination of several games elsewhere described in this book.
                Requirements

    1. Any number may play, but no less than three.
    2. Two regular 52-card decks are shuffled together and used for any number of players up to ten.  For more than that it is better to use three decks.

    Beginning of the Game.  The Selection of the dealer, seating positions, changing seats, shuffle, and cut are as provided under the General Rules for Card Games, chapter 1.
                The Play.  dealer is decided by cut, low card dealing.  There are five stages to the play, as follows:

    1. After shuffling the cards and having them cut, dealer gives each player including himself five cards, face down.  Each in turn announces “Red” or “Black” and turns up his cards.  if a majority of his  cards are of there same color as he called, he collects a chip from the dealer if not, he pays a chip to the dealer.  Dealer’s hand is not played in this.
    2. All hands including dealer’s are then compared, and the best poker hand wins a chip from each other player ( General Rules of Poker, for rank of hands).
    3. The hands are left turned up, and a game of Bango is now played, as described on, except that players do not chip in for a pot and the winner collects a chip from each of the others.  Dealer plays in this also. 
    4. Next a game of Put and Take is played, as described, players who lose putting chips into the pot and winners drawing from the pot.  dealer’s hand is not played.  But dealer collects all chips left in the pot or pays out any chips coming to the player.
    5. The next step is for dealer alone.  He turns up the first ten cards from the remainder of the deck, counting as he turns up each card one for the first, two for the  second, etc.  If the denomination of the card turned is the same as dealer’s count at that point, dealer collects one chips from each other player.  He pays out nothing, though, if he fails to match his count and the denomination of a card.  This stage is known as consolation.  The turn to deal passes to the left after each five stages of play.

    GRAND

    This is really three games in one, the players having the option in any deal of playing Whist, Hearts, or Euchre. Consequently, a player must know all three games.
    Requirements

    1. Four players, two against two in partnership.
    2. A regular 52-card deck is used. The cards rank according to the game played.

    The Object of Game. A time limit or a certain number of deals are set. The object is to be the first side to reach game of 100 points before the expiration of this period or to be the closest to 100 points if neither side has reached parlour games.
    Beginning of the Game. The selection of the dealer, seating positions, changing seats, shuffle, and cut are as provided under the General Rules for Card Games, chapter 1.
    The Deal. Each player receives a hand of 13 cards dealt as in Whist.

    The Bidding. Beginning at dealer's left each player receives one chance to make a bid or pass. He mentally decides whether he wishes to play at Whist, Euchre, or Hearts. He makes a numerical bid but does not name the game. The lowest bid is five. If everyone passes to dealer, he must make a bid of five. Highest numerical bidder names the game to be played.
    When Whist Is Named. If the play is at Whist, the highest bidder must specify whether it is to be Partnership Whist. In straight Whist, the bidder names the trump. Each trick over book counts 5 points, and a grand slam earns a bonus of 30 points, so that it is worth 65 points altogether. There is no score for honors.
    If bidder names Grand as the game to be played, the play is at no-trump. Each trick over book counts 9, and the bonus for grand slam is 40, so that it is worth 103 points altogether. Making a grand slam wins game without further deals, regardless of the state of the making side's score.
    If the bidding side in either game fails to fulfill its bid, it is set back, that is, the amount of its bid is subtracted from its previous score. Opponents score for any tricks above book that they make.
    Any infraction of the Whist rules is an irregularity and the penalty is as follows: Offender's side is set back if it took the bid or cannot defeat the contract if opponents took the bid. '

    When Euchre Is Named. If the bidder announces Euchre, he names trump, and each player must discard eight cards, leaving a hand of five. No player may keep a trump lower than the eight. The odd trick (“point”)
    counts 5, four tricks, 10; all five tricks ("march") made by partners, 20; all five made by a lone hand, 25. If the bid is 25, the bidder must playa lone hand. A lone hand must discard one card, and he gets his partner's best in exchange. Opponents may do likewise.
    If the bidding side is successful, it scores for all tricks it wins. If it fails, the side is set back the amount of its bid plus 20. A lone hand that is defeated at a bid of 20 is set back 40 (20 + 20).
    Irregularities are as in regular Partnership Euchre poker , and the penalty is that offender's side is set back if it took the bid or cannot defeat the contract if opponents took the bid. A player who holds a lower trump than an eight or holds more than five cards has committed an irregularity. The penalty is as described above.
    The Play at Hearts. The highest bidder may announce “Hearts” only if he has not bid more than 50. If neither he nor partner takes in a heart, they score 50, and opponents are set back 13. If bidder’s side takes in any hearts, it scores nothing and is set back the amount of the bid plus 1 for each heart. Opponents are also set back 1 point for each heart they take.

    If dealer'’ side has a score of 70 or more, the player at the dealer’s left may decide the play at Hearts by simply leading a heart and announcing “Hearts,” Only this player may decide the play at hearts and only when opponents dealer’s side have a score of 70 or more, If the player at dealer’s left makes no bid when dealer's side is below 70 in the score, it is considered a conventional indication that he is prepared to play at Hearts but wishes to give partner a chance to put in a higher bid, Irregularities of poker are as in regular Partnership Hearts, and the penalty is that offender's side is considered to have taken in all the hearts.
    Final Settlement. Setbacks are checked on the tally sheet. The lesser number of setbacks are subtracted from the greater number, and the difference is multiplied by ten and credited to the side with the fewer setbacks. The side closer to 100 at the end of play is credited with the difference between opponent’s score and 100. Setbacks and final score difference are then compared to decide which side has the winning margin, Example: Side A finishes with 90 points, side B with 70 points. Side A is credited with 30 points ( 100-70). But Side A has eight setback.  Side B has six. Side B therefore is credited with 20 points (8 -6 x 10). Side A has a net winning margin of 10 points (30-20).

=================
AMERICAN WHIST =================

AMERICAN WHIST
BID WHIST
VINT
BOSTON
=================
Pinochle Many Variations
=================

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

=================
Other Members of the Bezique Family

=================

The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Imperial
Jass
Boo-Ray or BOURÉ

=================
The Big Euchre Family
=================

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf

=================
The Heart Group
=================

Heart Group
Spot Hearts
Black Widow Hearts

=================
The All-Fours Group
=================

All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle

=================
Banking Card Games
=================

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

=================
The Stops Games
=================

Stops Game
SNIP-SNAP-;SNOREM
ENFLE
=================
Skarney® and How It Is Played
=================

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles

=================
Cheating at Card Games
=================

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

=================
Dice and their Many Games
=================

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

===================
Games Requiring Special Equipment
===================

Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette

===================
Lottery and Guessing Games
===================

Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The Match Game

===================
Glossary of Game Terms
===================

glossary
glossary1
glossary2
glossary3

© COPYRIGHT 2005-06 ALL RIGHTS RESERVED WWW.POKER.TJ