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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
Six Seven Card Knock Rummy
Coon Can
Five Hundred Rummy
Continental Rummy
Fortune Rummy
Kalooki (CALOOCHI)

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

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

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
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


Strategy at Casino

Children and Family Card Games

Family Card Games
Old Maid
Animals or menagerie

Miscellaneous Card Games

Miscellaneous Card Games
Scotch whist
Lift smoke
Crazy eights

Solitaire and Patience Games =================

Solitaire and Patience Games
Single-deck solitaire
Auld Lang Syne
Four Seasons
Beleaguered Castle
Poker Solitaire
Two-deck solitaire
Multiple solitaires

Chess, Checkers, and Teeko

Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

Parlor Games for All

Parlor Games
Twenty Questions

The Standard Checker Laws

The first Checker laws were formulated by World’s Champion Andrew Anderson in 1852. With only a few additions and minor changes, these laws are still in effect today.

  1. The Standard Board. The Standard Board must be of light and dark squares, not less than 14 1/2 inches, nor more than 16 inches across said squares. The board shall be placed for play poker so that the bottom corner square on the left hand shall be black.
  2. The Standard Men. The Standard Men, technically described as Black and White, must be light and dark (say red and white preferably, or black and white), turned, and round, and not less than 1 1/4 inches in diameter, nor more than 1 1/2 inches’ in diameter.
  3. Placing the Men. The men shall be placed on the black squares. The black men shall invariably be placed upon the real or supposed first 12 squares of the board; the white men upon the last 12 squares.
  4. Order of Play. Each player shall play alternately with black and white men; lots shall be cast for the choice of color only for the first game of a match. Thereafter, the players change color so that both players have the same chance to play first, since the first move shall invariably be made by the player having the black men.
  5. Time Limit for Moving. At the end of 5 minutes (if the move has not previously been made), “time” must be called in a distinct voice by the person appointed for the purpose; and if the move be not completed on the expiration of another minute, the game shall be adjudged a loss through improper delay. When there is only one way of taking one or more pieces, “time” shall be called at the end of 1 minute and, if the move be not completed at the expiration of another minute, the game shall be adjudged as lost through improper delay.

I recommend changing the old standard five-minute time limit to a fixed number of moves per hour, as in chess, allowing the time to be used as desired. It would be a big step forward if time clocks were officially used in all Checker tournament poker and matches. This would put an end to all delaying tactics and make for a more disciplined game.

  1. Arranging the Men During a Game. Either player is entitled, on giving notice, to arrange his own or his opponent’s pieces properly on the squares. After the move has been made, however, if either player touches or arranges any piece without giving notice, he shall be cautioned for the first offense, and shall forfeit the game for any subsequent act of the kind.
  2. Touch and Move. After the pieces have been arranged, if the person whose turn it is to play touches or grasps a piece, he must either play it or forfeit the game. When the piece is not playable, he is cautioned for a first offense and forfeits the game for a second. If a piece is moved over the angle of the square on which it is stationed, the play must be completed in that direction.
  3. Capturing Play. A capturing play, as well as an ordinary one, is completed whenever the hand of the player is withdrawn from the piece played, even though one or more pieces could have been taken. When taking, if a player removes one of his own pieces, he cannot replace it; but his opponent can either play or insist upon his replacing it. A single piece capturing an opposing piece or pieces and landing into the opposing king row constitutes a completed move and becomes a King. It then becomes the opponent’s turn to play.
  4. False or Improper Moves. Either player making a false or improper move instantly forfeits the game to his opponent, without another move being made.
  5. The Huff or Blow. Some years ago, a player had the option of removing his opponent’s piece from the board when he failed to make a possible jump. In tournament games this ruling has been abolished, much to my dismay. In my opinion, if a player is careless enough to overlook a jump, he deserves to lose the piece, the poker game, or possibly the match. Today, however, if a player fails to jump, his opponent has the right to point out his opponent’s possible jump and insist he make the capture.
  6. Crowning the Men. When a single piece first reaches any of the squares on the extreme opposite end of the board (the opponent’s king row), it becomes a King; it must be crowned by placing a same-colored piece on top of it, before another move is made by either player. It can then be moved backward or forward, one square at a time, as the limits of the board permit. The King must be crowned by the player having the opposite- colored pieces.
  7. Drawn Games. A game is drawn when neither of the players can force a win. If one player appears stronger than the other, that party is required to complete the win or show a decided advantage to the satisfaction of the opponent within 40 of his own moves-to be counted from the point at which notice was given-failing which he must relinquish the game as drawn.
  8. Conduct of the Players and Spectators. Anything tending to distract or annoy a player is strictly forbidden, such as making signs or sounds, pointing or hovering over the board, or unnecessarily delaying to move a piece touched. Spectators should not smoke or talk near the players. A player may smoke if agreeable to his opponent. Any player acting in a distracting or annoying manner, after having been warned, shall forfeit the game. While play is pending, neither player shall leave the room without sufficient reason or without having the other’s consent or company. Any spectator giving warning or comment in any manner on a game, whether playing or pending, shall be ordered from the room during the match-play to be discontinued until such offending party retires.
  9. Match Games. A match between equals, wins and draws to count, shall consist of an even number of games, so that each online poker player may have the first move of the game the same number of times.
  10. Tourney and Team Matches. Tourney and team matches should consist of an equal number of games between each pair of players, regardless of the number of players in the tourney, or on each team.
  11. Excessive Tie Scores. Tourneys played under the straight “knockout” style of play should consist of as many additional sets of two games as are found necessary to eliminate one of the contestants. This is done to prevent excessive tie scores. In the double knockout style of play, a player must lose two full lives (games) before being eliminated from play. This may consist of two lost games or one lost game and two drawn games. If a player has drawn three games, putting him a life and a half (1 1/2 games) down, I feel that he should lose one game before being ousted. I don’t believe a player should be eliminated by drawn games alone he should be defeated at least once.
  12. Enforcement of the Laws. Either player committing a breach of any of the foregoing laws must submit to the prescribed penalty; and hi & opponent is equally bound to exact the same.
  13. Unforeseen Disputes. Should any dispute arise not satisfactorily determined by the preceding laws, a written statement of the facts shall be submitted to a disinterested arbiter having a knowledge of the game, whose decision shall be final.

The Losing Game

Also called Giveaway Checkers, this variant is played under the same rules as regular Checkers, except that each player attempts to force his opponent to capture his pieces; the first player to lose them all wins the game. Thus, opening play is almost completely concerned with luring or forcing a white piece to square 12 or a black piece to square 21. A piece on this poker advanced square costs its owner the game, since the opponent can at leisure dispose his men so that, after the piece is released and forced to jump to the king row, the new King will devastate the board. Incidentally, it is not possible in the Losing Game to have a draw, except when a block is counted as such.

Italian Checkers .

This game was played in Italy at the end of the sixteenth century, and differs from regular Checkers as follows:

  1. A single piece cannot take a King.
  2. A player must take when possible, or lose the game. If he has a choice of captures, he is forced to take the greater number; if the number is equal, then he must take the more powerful pieces (e.g.. he is compelled to take a King in preference to a single piece).
  3. The double corner is placed at the player’s left.

Spanish Checkers


This game is played like the Italian Checkers game with the following difference: The King moves any distance along an open diagonal, and captures by jumping to the adjacent vacant square beyond an adverse piece, any distance away.

Continental Checkers or Polish Checker.

This game is played on a board 10 by 10, and each side has 20 pieces, set initially on the first four ranks. The rules are as follows:

  1. A single piece moves one square diagonally forward; but a single piece captures by the short jump both diagonally forward or backward.
  2. A king can move diagonally any number of unoccupied squares and may land any number of vacant squares beyond a captured piece.
  3. Capturing is compulsory; if a player has a choice of captures, he must choose the one in which the greatest number of captures are made.  If equal numbers are involved, then the more powerful pieces must be taken.
  4. Captured pieces are only lifted at the end of the move and a dead piece forms an impassable barrier.
  5. A single piece is only promoted to a King when it remains on the opponent’s back line or king row.  If, on reaching the king row, more captures are possible, they must be made and the move completed; the single piece remains unpromoted until he again reaches the king row and remains there at the end of the move.  (By the way, in all the European poker variants, I use the term King as in American Checkers, but the actual term is Queen, Woman, or Dame.)

In Reversi, the oblique opening (left) and square opening (right)


Damenspiel, or German Checkers, follows the rules of Polish Checkers except that it is played on a board 8 by 8 with 12 pieces on each side, arranged as in American poker Checkers.


Shashki, or Russian Checkers, follows the rules of Damenspiel except for the following:

  1. Choice of capture is not compulsory.
  2. When a single piece reaches the back line or king row, it becomes at once a king and continues to function as one.

Turkish Checkers


This game is played  on a board 8 by 8; and 16 pieces on each side are arranged on the second and third ranks, leaving the king rows vacant.  The rules are as follows:

  1. A single piece moves one square forward or sideways, but not diagonally on reaching the backline, it becomes a King.
  2. A single piece captures by short jumps forward or sideway and may take more than one piece in a turn of play.
  3. A king can move forward, backward, or sideways, any number of vacant squares.  The king an place himself on any vacant square beyond the captured piece to make further captures.
  4. Captured pieces are removed as taken and a turn continues until the piece can make no more captures.
  5. Capturing is compulsory and, with a choice of captures, the player must take the maximum number of adverse pieces.
  6. The first player to capture or immobilize all his opponent’s pieces, or to reduce the adversary to a single man against a King, wins the game.



This checkers like  game is played on a board of 64-squares, eight to each side checkerboard, 8 by 8, will do.)  Each player has 32 men or pieces, each piece being black on one side and white on the other. 
            White begins by placing a piece white side up on one of the four central squares on the empty board.  Black replies by placing his first piece black side up on another of these squares.  The central four squares must be filled first and then the players play alternately, each piece being placed on a square adjacent to one occupied by an opponent’s piece.  Any enemy pieces directly intervening between this piece and another of the player’s own color, orthogonally or diagonally, are captured and turned over to show the player’s color uppermost.  That is, the player’s object is to have another of the own pieces in a direct line, horizontally, vertically, or diagonally, on the other side of the opponent’s piece or pieces on the line.  If a black piece, for instance, is set beside a white piece, it doesn’t matter how many white pieces are beyond in the line, provided there is a black piece at the other end of the line.  When a player succeeds in doing this, he turns over all the intervening men of his opponent, transferring them to his own color. A piece may change owners several times in a game.  When all the squares of the board are covered with the pieces, the player with the most of his color showing wins the game.


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

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
Boo-Ray or BOURÉ

The Big Euchre Family

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

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game
Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
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
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The Match Game

Glossary of Game Terms