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
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

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

Skarney® and How It Is Played

Skarney, the first really new card game concept of this century, can be played in more than 30 different ways.  However, due to limited space the rules of play for only Skarney Partnership and Skarney Singles appear in this chapter.  Skarney Partnership is one of the most bizarre, exciting, and charmingly exasperating partnership card games in history.  It has bluff as in Poker, scores big like Canasta, and is played like no other game.  It has the flavor of Pinochle, the partnership understanding of Contract Bridge, and the suspense of Gin Rummy.  And withal, it has an inner world and logic of its own, taxing the capacity of the most inveterate card player.  I am especially proud of Skarney because the games are my own invention, which I’ve taken the creator’s liberty of naming Skarney.  The complete Skarney set can be purchased at most gift and game stores.

SKARNEY  PARTNERSHIP

Requirements

  1. Four players, two against two as partners.
  2. Two standard 52-card decks, with four added jokers shuffled together and used as one, a total of 108 cards.

The Game.  A game consists of seven deals or hands and terminates at the end of the seventh deal, in which a final score is attained by each partnership.  The partnership with the higher score wins the game.  The winners of the game score the difference between their total game and that of the losers.  Should both partnerships have identical scores, the game is a tie.  The four jokers and the eight deuces are wild and can be used to represent any card of any denomination or any card of any denomination and suit their holders dictate.

® Copyright © John Scarne Games, Inc. The design and name are trade-marked and its contents copyrighted and no part of this game can be reproduced in any form without written permission from its owner and distributor: John Scarne Games, inc. 4319 Meadow Avenue, North Bergen, New Jersey 07047

            Melds.  The whole game of ka pivots around the combinations of three or more cards of the same rank three or more  cards of the same suit in consecutive order, which players singly or in partnership scarney seek to form in order to score points and special bonuses for their side.  The four jokers and the eight deuces (twos) are wild and can be used to represent any card the holder dictates.  For instance, three or more cards of the same denomination (such as three queens or two queens and a wild card) or three or more cards of the same suit in consecutive order (such as three of hearts, four of hearts, and five of hearts, or the three of hearts, wild card, and five of hearts )  when legally placed face up in front of a player are called a meld.  That is, cards are melded as soon as they are placed face up on the table with the evident  intent to meld.  If the exact location of a melded card is in doubt, any player may ask that the meld be clarified.

There are two basic kinds of Skarney melds: a group and a sequence. Each basic meld is subdivided as follows:

  1. A natural group meld is a combination of three or more cards of the same rank.
  2.  A mixed group meld is a combination of only one wild card (deuce or joker) with two or more cards of the same rank. But only one wild card can be used in a mixed group meld.
  3. An independent deuce group meld is a combination of three or more deuces. An independent deuce group meld of three or more deuces is commonly referred to as a deuce spread, or a silver spread.
  4. An independent joker group meld is a group of three or four jokers. An independent joker group meld is commonly referred to as a joker spread, or gold spread.
  5. A natural sequence meld is a combination of three or more cards of the same suit in consecutive order. An ace can be used only to form a high sequence meld such as ace, king, queen of the same suit. It cannot be used to form a low sequence meld such as’ ace, deuce, three of the same suit.
  6. A mixed sequence meld is a combination of only one wild card (deuce or joker) with two or more natural cards of the same suit in consecutive order. When a mixed sequence meld is placed on the table, the exact position of the wild card indicates the natural card it is meant to represent. It should be noted that a joker or a deuce can be used as a king of any suit in a sequence meld such as ace, wild card, queen. It cannot be used to form a low sequence such as ace, deuce, three of the same suit.

It is possible to meld 13 cards of the same suit in a natural or mixed sequence (two, three, four, five, six, seven, eight, nine, ten, jack, queen, king, and ace) with or without one wild card. To emphasize, at no time can more than one wild card be part of a Skarney meld-except when deuces or jokers are melded separately to form an independent deuce group meld or an independent joker poker group meld.
Laying off Cards. As in Rummy the addition of one or two cards to a meld already placed on the table is known as a layoffand the act of adding one or two matching cards to a meld already placed on the table is known as laying off.

After the partnership has fulfilled its initial meld contract, a player at each turn of play, in addition to placing legal melds on the table, may extend his or his partner’s  previous meld or melds by laying off (adding) one or two matching cards or a matching card and a wild card to a specific melded group or sequence. Players are not permitted to layoff on melds of the opposing partnership. Detailed rules governing natural and wild card layoffs are as follows:

  1. A natural group meld comprised of the king of spades, king of diamonds, and king of clubs is lying on the table. The melder of this group or his partner holds three or more kings. At his turn, he is permitted to layoff only one or two of these kings on the king group meld. However, the three kings he holds can be melded as a separate group meld and must be placed in front of the melder. They cannot be placed in front of his partner.
  2. A mixed group meld comprised of the king of spades, king of diamonds, and a wild card (deuce or joker) is lying on the table. The melder of this group or his partner holds two kings. At his turn, he is permitted to lay off one or both of the kings on the mixed group meld.
  3. A natural sequence meld comprised of the five of hearts, six of hearts, and the seven of hearts is lying on the table. The melder of this sequence or his partner holds the four of hearts, eight of hearts, and the nine of hearts. At his turn of play, he is permitted to layoff only one or two of these cards. He can extend the sequence meld on one or both ends by laying off a single card, such as the four of hearts or the eight of hearts or both or he can lay off the eight of hearts and the nine of hearts but never is he permitted to layoff more than two cards on anyone meld at anyone turn of play poker .
  4. A mixed sequence meld comprised of the five of hearts, wild card (deuce or joker), and the seven of hearts is lying on the table. The melder of this sequence or his partner holds the four of hearts, eight of hearts, and the nine of hearts. At his turn of play, he is permitted to layoff only one or two of these cards. He can extend the sequence meld on one or both ends by laying off a single card such as the four of hearts or the eight of hearts or both-or he can layoff the eight of hearts and the nine of hearts, but never is he permitted to layoff more than two cards on anyone meld at anyone turn of play.

Wild Card Layoff. A player at his turn is permitted to layoff a wild card (deuce or joker) on either a natural group or natural sequence meld belonging to his partner providing the wild card is accompanied by a natural matching card that will extend the meld, and the meld does not already contain a wild card such as a mixed group or mixed sequence meld. In addition, a player is permitted to layoff one or two deuces on an independent deuce group meld, and one joker on an independent joker group meld.

Swapping a Wild Card. One of the many fascinating features of Skarney is the often present possibility of the holder of a natural card exchanging it for a wild card (deuce or joker) that is part of a mixed meld belonging to his opponents. A player under no conditions is permitted to exchange or swap a wild card for a natural card from either his own or his partner’s meld. Rules governing the swapping of a wild card for a natural card are as follows:

  1. If a partnership has a mixed group of three or more cards resting on the table which includes a wild card, an opponent at his turn may swap the wild card for a same rank card games of a missing suit.
  1. If a partnership has a mixed sequence meld of three or more cards resting on the table which includes a wild card, an opponent at his turn may swap the wild card for a natural card that the wild card is meant to represent.

  1. A player is permitted to swap a wild card in an opponent’s meld or melds at any time during the play of the hand but only at his proper turn of play. Failure of the partnership to fulfill its initial contract meld does not alter this ruling.
  1. To reiterate, a player under no condition is permitted to swap or exchange a wild card for a natural card from either his or his partner’s melds.
  1. A player at his turn of play and before melding or laying off can swap from as many mixed melds as possible and from one or both of his opponents at the same turn of play.

Note: Whenever a wild card is swapped from a’ mixed group or a mixed sequence meld, that meld becomes a natural meld.  Whenever a wild card and a matching natural card are laid off on a natural group or sequence meld, that meld becomes a mixed meld. It is not unusual to see the same meld change from a mixed meld to a natural meld or vice versa several times during a hand.


Contract Melds. The first meld by each partnership in each of the seven deals must meet the exact initial meld requirement as described by contract. Only one player of each partnership is required to fulfill the initial meld contract.
To simplify matters we shall call an initial basic group meld (natural group meld, mixed group meld, deuce spread, and joker spread) made up of only three cards a “group,” We shall call an initial basic sequence meld (natural sequence meld and a mixed sequence meld) made up of only three cards a “sequence.” To reterate, no part of a contract meld can have more than three cards loo poker when first placed on the table. Nor can the contract melds be made up of a combination of groups and sequences. They must be either all groups or all sequences.
CONTRACT REQUIREMENTS FOR FIRST MELD
1st Deal:            3 Three card groups or             3 Three card sequences
2nd Deal:           3 Three card groups or             3 Three card sequences
3rd Deal:            3 Three card groups or             3 Three card sequences
4th Deal:            4 Three card groups or             4 Three card sequences
5th Deal:            4 Three card groups or             4 Three card sequences
6th Deal:            4 Three card groups or             4 Three card sequences
7th Deal:            4 Three card groups or             4 Three card sequences

Skarney or Hand Bonuses. When’ a player melds or lays off his last card ‘or cards in his hand, he calls “Skarney,” ending the hand. This is also known as Rummy, or Going Out, The partnership going Skarney receives the following designated Skarney bonus for each of the seven hands or deals that follow:

BONUSES FOR GOING SKARNEY
First hand……… ..100 points
Second hand……..100 points
Third hand ………100polnts
Fourth hand………200 points
Fifth hand………   300 points
Sixth hand ……….400points
Seventh hand……. 500 points

When a player draws the last card of the stock and does not go Skarney, the hand ends without that player offering a potential discard, and the partnership scoring the higher number of points wins the hand and receives a hand bonus equal in point value to the Skarney bonus designated for the specific hand. In case each partnership scores the same number of points, the hand does not count and the same dealer deals again.

Skarney Shutout Bonuses. Should a player go Skarney (on the fourth, fifth, sixth, Of seventh hand) when putting down his partnership’s contract meld (four three-card melds) and the opposing partnership has not put down their contract meld, his partnership receives a Skarney shutout bonus (also referred to as a Skarney blitz, or a skunked bonus) of 200 points in addition to the Skarney bonus for the specific hand. When a player is trying for a shutout bonus, it is said that “He’s blitzing.”
Point Count of Each Skarney Card. At the end of each hand, cards melded on table are credited as follows: tens, jacks, queens, and kings are referred to as high cards and each counts 10 points. Threes, fours, fives, sixes, sevens, eights, and nines are referred to as low cards and each counts 5 points. Aces known as stop cards count 15 points each. Deuces and jokers known as wild cards count as fo1lows:
An independent joker group meld of three or four jokers also known as a joker spread or gold spread counts 100 points for each joker. When a single joker known as a lone joker is part of a mixed group or a mixed sequence meld, it counts 50 points. Each un- melded joker caught in a player’s hand is referred to as a penalty card or disaster card and counts 100 points against the holder. An independent deuce group meld of three or more deuces also known as a deuce spread or silver spread counts 50 points for each deuce. When a single deuce known as a lone deuce is part of a mixed group or mixed sequence meld, it counts 25 points. Each unmelded deuce caught in a player’s hand is referred to as a penalty card or calamity card, and counts 50 points against the holder. All other unmelded cards (threes to aces) caught in a player’s hand, even though they may form melds, are also referred to as penalty cards and are deducted at amounts equivalent to their melding values. So that the reader can see the card counts at a glance, they have been placed in tabular form.

Joker (part of a mixed group meld or a mixed sequence meld)

50 points

Jokers (3 or 4 forming an independent joker group meld)       

each 100points

Deuce (part of a mixed group meld or a m.ixed sequence meld)   

25 points

Deuces (3 or more forming an independent deuce group meld)

each 50 points

Ace

15 points

10, jack, queen, and king

each 10 points

3, 4. 5, 6, 7, 8, and 9

each 5 points

POINT SCORING FOR PENALTY CARDS

Cards Left in Player’s Hand at the End of a Hand

Joker    minus   

100 points

Deuce minus

50 points

Ace minus

15 points

10, jack, queen, and king each minus

10 points

3, 4, 5, 6, 7, 8, and 9 each minus   

5 points

Beginning of the Game. The selection of partnerships, seating positions, changing seats, dealer, shuffle, and cut are provided under General Rules for Card Games, chapter 1.
The Deal. Dealer gives each player including himself 11 face-down cards, starting with the player on his left, one at a time in clock-wise fashion. The remainder of the undealt cards are placed face down in the center of the table, forming the stock.
The Actual Play of the Hand. Each player, at his turn, starting with the player on the dealer’s left and continuing clockwise around the table, does as follows:

  1. He draws the top card of the stock.
  2. He may, if he chooses, exchange a natural card for a wild card from each of his opponent’s melds.
  3. After his partnership has fulfilled its initial meld requirement, he may, if he chooses, place on the table before him any possible melds and layoff, either two or one cards, on each of his and his partner’s previous melds.
  4. He removes a potential discard from the cards he is holding, turns it face up, and offers it to the player on his left by extending it toward him and asking “Do you want this card?” The player may do either of two things, accept or refuse the potential discard. If he refuses it, he replies “I don’t want it,” and the potential discard is then offered to the next player, and so it goes from player to player in a clockwise fashion. Should one of the players accept the potential discard, he must say “I’ll take it.” This action ends the turn of play for the player who offered the card. Or, if each player in turn refuses the potential discard, the player who offered it must keep the card and return it to his hand, and his turn of play is ended. If however, a player’s potential discard is either a wild card or an ace, it may be offered only to the player’s opponent on his immediate left-and if the opponent accepts it, he loses his turn to pick the top card of the stock. If he refuses it, the player who offered it must keep it. He is not permitted to offer it to the other players. An ace or wild card offered as a potential discard is referred to as a stop card.

A player cannot offer his last accepted potential discard (nor an identical card) immediately but must wait until hisnext turn of play. Example: If his last accepted potential discard was the six of hearts, he cannot offer it until he has offered one other card first. Moreover, if he has another six of hearts in his hand, the same restriction applies.
If a player has one card left in his hand after either melding or laying off or doing both, he is not permitted to offer it as a potential discard. He simply says “Last card,” and retains it in his hand. And so it goes, from player to player until the end of the hand.

Giving and Receiving Information. A player during his turn and at no other time may:

  1. Ask any other online poker player how many cards he holds.  The questions must be answered correctly.  However, a player must announce when he has only one card in his hand.
  1. Ask the scorekeeper what hand is being played or to announce the cumulative score. He may also ask the point value of the Skarney bonus for the hand being played.
  2. Call attention to the correct contract meld requirement if his partner is in the act of making an initial meld.
  3. Before melding or indicating by word or action that he holds a Skarney hand ask, “Partner, may I go Skarney?” It is strongly recommended that only this phrase be used. Partner must reply “Yes,” or “No” (nothing more), and the answer is binding. However, a player may go Skarney without asking permission of his partner. For further information, see Irregularities in Asking Permission to go Skarney.

End of Hand. When a player melds or lays  off  the card or cards in his hand, he calls “Skarney,” ending the hand.  This is also known as rummy, or going out.  The partnership going ka receives the designated ka bonuses for each of the seven hands as shown.  Should the cards in the stock be exhausted before any player has gone Skarney, the hand ends and the partnership scoring the higher number of points wins the hand and receives a hand bonus equal in point value to the Skarney bonus designated for the specific hand. In case each partnership s scores the same number of points, the hand I. does not count and the same dealer deals again.
When the number of cards in the stock is d low (ten or less cards), any player is permitted to count the number of cards remaining so as to know the number of rounds left.
How to Score a Hand. The following steps are used to determine the score. The partnership is credited with the total value of in all cards melded. These points are added, and from this sum is subtracted the total penalty point values of the cards remaining in the partner’s hands. The net balance is the partnership’s score at the end of the hand and this may occasionally be a minus score. Note that les, all cards left in the hand count against the player regardless of whether or not they could have been melded. Should a player commit a rule violation during the hand and a penalties been assessed, then penalty points for such offense are charged to the offender and deducted from the partnership’s total hand score.
The partnership that went ka or won the hand with a higher number of scored points is credited with either a Skarney  bonus or a hand bonus for the designated hand as stipulated under Skarney or Hand Bonuses and this figure is entered on the score sheet.  The scores for each hand are then added to (or subtracted from, as the case may be ) each previous cumulative score, if any.  In this manner, players can not only check the score and Skarney bonus for each hand but also have a cumulative total at the end of each poker hand.
To speed up the arithmetic in scoring, first group together your partnership’s penalty cards.  second, remove enough cards, if possible, from your and your partner’s melds whose point value equal those of the penalty cards are put aside as they no longer enter into the scoring.
Third, add up the point values of yours and your partner’s melded cards still left on the table, and from this amount deduct any penalties assessed for irregularities.  The balance is the partnership’s hand score.  The counting process will be further speeded up if the melds are stacked in separate piles of 100 points whenever possible.

End of Game.  The game ends upon completion of the seventh hand and the partnership with the higher total score wins the game and gets credit for the point difference between both scores.  See the sample scoring game that follows:

Score Sheet

They

We

First hand scores

130

65

Skarney bonus

100

 

Total scores 1 hand

230

65

Second hand scores

195

50

Skarney bonus

100

 

Total scores 2 hands

525

115

Third hand scores

295

345

Skarney bonus

 

100

Total scores  3 hands

820

560

Fourth hand scores

180

230

Skarney bonus

 

200

Total scores 4 hands

1000

990

Fifth hand scores

160

375

Skarney bonus

 

300

Total scores 5 hands

1160

1665

Sixth hand scores

265

15

Skarney bonus

400

 

Total scores 6 hands

1825

1680

Seventh hand scores

195

-280

Skarney bonus

500

 

Total game scores

2520
-1400 we’s score

We 1400

They wins by

1120 Points

 

 

First Hand:  They g Skarney, scoring 130 points + 100 points Skarney bonus.  We score 65 points.  The score at the end of the first hand is 230 to 65 in favor of they.
Second hand:   They go Skarney, scoring 195 points + 100 points Skarney bonus.  We scrore of the first hand, showing they leading We at the end of the second hand by 225 to 115.
Third hand:  We go Skarney, scoring 345 points + 100 points Skarney bonus.  They score 295 points.  These scores added to the previous cumulative scores show they with 820 points and We with 560.
Fourth hand:  We go Skarney, scoring 2 points + 200 points Skarney bonus.  They score 180 points.  The scores at the end of the fourth hand are 1,000 to 990 in favor of They.
Fifth hand:  We go Skarney, scoring 375 + 300 points Skarney bonus.  They score 160  points.  At the end of the fifth hand We is leading They 1665 to 1160.
Sixth hand:  They go Skarney, scoring 264 points + 400 points Skarney bonus.  We  score 15 points.  The score at the end of the sixth hand is they 1825 , We 1680.
Seventh hand:  They go Skarney, scoring 195 points + 500 points Skarney bonus.  We score minus 280  points.  They’s game total is 2520 points.  We’s game total is 1,400 points.  So, they’s winning poker for the game are the difference in scores or 1120 points.  At one tenth of a cent a point, partnership they collects $1.12 from partnership We.

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