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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
Illustrations of Most Frequent
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

SCOTCH WHIST

This game, which is often called Catch the Ten, is very unlike Whist, although named as a whist.
            Requirements

  1. From two to six, each playing himself four players may play in partnership straight scarney , two against two.
  1. A 36-card deck is used.  This is made up by stripping out all cards below the six from a standard 52-card deck.
  1. In a suit that is trump the cards rank as follows: jack (high), ace, king, queen, ten, nine, eight , seven, six (low).  In a nontrump suit the cards rank as follows: ace (high), king, queen, jack, ten, nine, eight, seven, six (low).

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.  If two or three play, each receives a hand of ten cards dealt one at a time per round, beginning at dealer’s left and going in rotation to the left.  If four or more play, all the cads are dealt out as far as they will go.  It does not matter if the cards do not come out even.  The last card, which belongs to dealer’s hand, is turned up to determine the trump suit for the deal.  The turn to deal in subsequent hands goes to the left.
            Object of the Game.  The object of the game is to win certain valuable trumps crdss in tricks; to win as many tricks as possible.
            The Play.  The player at dealer’s left leads any card he chooses.  The others in turn to the left must follow suit if able to.  If a player cannot follow suit, he may or may not play a trump.  If a player can neither follow suit nor play a trump, he may play any card.  The highest card of a led suit wins the trick unless a trump is played, in which case the trump wins.  If more than one trump is played to trick, highest trump wins. The winner of one trick leads to the next, and proceeds as described until  all tricks have been played.
            Scoring.  Certain trump cards have a counting value.  These are jack, 11 points; ten, 10; ace, 4; king, 3; queen, 2 players holding any of these cards score for them.  Each player also scores 1 point for every  card he takes that exceeds the number of cards he originally held in his hand.  example: If a player was dealt 10 cards and takes 15 cards in tricks, he scores 5 points  (15-10).
            The first to reach 42 points is the winner.  If more than one player reaches 41 points in the same deal, the winner is decided by scoring the points in this order; ten of trumps, card points, ace, king, queen, and jack of trumps.
            Additional Rules.  Any player who breaks a rule of play may not score  in that deal, and 10 points are deducted from his score.

French Whist

This is a variation of Scotch Whist in which the ten of diamonds always scores 10 points if it is not a trump.  Otherwise the game is played the same as Scotch Whist.

TABLANETTE

 Tablanette is said to have come originally from Russia.  It is one of the best of the lesser-known games for two.  It is a game of skill, but not at all difficulat to learn.

Requirements
  1. Two players.
  2. Standard 52-card deck.
  3. Value of cards: King counts 14; queen, 13; jack, 12; ace, either 1 or 11.  The pack is treated differently as detailed later.

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 and the Play.  The cards are cut for deal, the lower card taking the deal.  Six  cards are then dealt to each player, and four cards are turned face up on the table.  When the dealer has exposed the four cards, his opponent has to play.  If he plays a card of the same denomination as any of the four cards on the table, then he takes such shuffle card.  Or, if there are any two or three cards on the table whose card values added together make a total equal to that of any one card, then he takes such cards.  he may be able to do both.  Example:  If the four exposed cards are the king, nine, four, and three, and the opponent plays a king he takes the king; if he plays a queen he takes the nine and four (13), if a seven, the three and four.  These cards are put in a pile on  one side, each player having his own pile.  Should either player, now or at any time, be able to take with one card all the cards on the table (sometimes there is only one) then he calls “Tablanette,” and scores the total face value of all such cards, including that of the card he himself plays.

            The opponent having played, the dealer, in his turn, plays a card.  This continues in turn until each player has played his six cards.  If either player makes tablanette, then  the opponent must play a card onto the table.  In doing so he will play either a card of the lowest denomination possible (in order to give his opponent the minimum score in case he can again make tablanette), or else a card which he thinks it improbable or impossible for his opponent to match.  Example:  If a player has two fours in his hand and one four has previously been played, the chances are against his opponent holding the remaining four.  When each player has played his six cards, the dealer deals a further six to each player (any cards on the table remaining face up), and the game continues until these cards are also played.  Then a third six, and finally the last six.
            When the last six cards have been played, any cards left on the table are taken by the player last taking a card from the board.  That is to say, if neither player can take a card from the board.  That is to say, if neither online poker player can take a card from the board for the last three times, then the player who before that matched a card or cards takes the remaining cards.  each player then counts from his pile one points for every ace, king, queen, jack, and 10, and one for the two of  clubs.  The ten of diamonds counts two.

            The player with the greater number of cards counts three extra.  The Cards are then shuffled and the deal passes, and the next hand is played as before.  The player who first makes 251 wins.
BLACKOUT

This game, also called Oh Hell or Oh Pshaw, is based on many of the principles of Bridge.
            Requirements

  1. Three to six players, but best for four or five.  Each player plays for himself.
  2. A standard 52-card deck.

Object of the Game.  The object of play is to win exactly the number of tricks bid, neither more no less.

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 game is comprised of a series of deals; in the first deal, each hand receives one card: in the second deal, two cards; and so on to the limit.  With five players, 10 deals; with three players it is advisable to limit the game to 15 deals.
            The Turn-up.  Having completed the deal, the dealer turns up the next card of the pack.  The turn-up fixes the trump suit for that deal.  When the last card leaves no odd card to turn up, the deal is played at no-trump.
            The Bidding.  Beginning with dealer, each player in turn bids exactly the number of tricks that he thinks he can win.  Thus, on the first deal the possible bids, are one and  zero.  The total of all bids need not be equal to the number of tricks in play.  It is a duty of the scorekeeper to announce, after the dealer has bid, “Over” or “Under” or “Even” according to how the total of bids compares with the number of tricks.
            The Play.  The player to left of bidder makes the opening lead.  Each hand must follow suit to a lead if able; if unable, the hand may trump or discard at will.  A trick is won by the highest card of the suit led, or, if it contains trumps, by the highest trump.  The poker winner of a trick leads to the next.

            Scoring.  A  player who takes more or fewer tricks than his bid scores nothing for the hand and loses nothing.  For making his bid exactly a player scores 10 points plus the amount of his bid.   (Practice is not standardized as to the scoring of zero bids.  In different localities the score is 10, 5, or 5 plus the number of tricks in the deal.)  A running account is kept of each individual’s cumulative score.
            The player with the highest cumulative score at the end of the game wins.  Each player settles with every other player on the difference in their final scores.  (Variant: The winner gets a bonus of 10 points.)
            Additional Rules.  There is no penalty for a bid out  of turn, but such a bid must stand.  The turn to bid reverts to the right player.  A player may change his bid without penalty before the player at his left bids.
            A lead or play out of turn must be retracted on demand of any player, and the card played in error must be left face up on the table and played at the first legal opportunity.  A card exposed in any way but by legal play in turn becomes exposed and is treated in the same way.
            A player is entitled to be informed at any time how much any other player has bid, and how many tricks each player has won.  Each player should keep his tricks arranged in an orderly fashion so that they may be counted by inspection.

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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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