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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

Standard Teeko Strategy

The best form of practice at Teeko is to play alone. Many hours of enjoyment and heightened skill will reward your efforts when you play solitaire Teeko. For a player to become an expert Teekoist, or even a respectable amateure he first should memorize the position’ of the circles shown on the numbered Teeko board (see the illustration on page 520). Next, the player should familiarize himself with Standard Teeko’s 44 winning positions. Of these 44, 28 are positions of four in a row, and 16 are small-square positions. As you study Teeko, place your four pawns on the circles of the game board in the various winning positions. Follow this procedure with each of the 44 winning positions get accustomed to their design on the game board. Continue this kind of practice until you are thoroughly acquainted with the configurations of the 44 winning positions on the game board.

Now put a pawn on the board. Study its position. Decide on which circle you should place the second pawn then the third finally, the fourth. Next, practice placing the black and the red pawns alternately on the board. Make Black’s move first, then Red’s, and continue this practice until you are acquainted with the best possible kinds of regular drop moves on the game board. It is important to remember that a player must think with the placing of each pawn on the game board, as this is a vital part of the game; games can be won or lost with the bad placement of just one pawn.
Teeko’s starting game has no definite break where one can be said to be leaving the starting game and entering the middle game. In order not to confuse this text, we will consider that, if a winning position has not been achieved by either player and Black has made his third line move, the starting game, ends and the middle game commences. The opening phase of Standard Teeko with its regular drop moves is characterized by each player trying to win the game by dropping (placing) his four pawns on the game board in a winning setup; or, failing that, to maneuver to achieve as strong an offensive position on the board as possible.
Black, who has the first drop move, will strive to win the game in his first four regular drop moves or at least to obtain the initiative with a strong placement position. Red will attempt to prevent Biack from winning and will try to win by taking the initiative himself, attempting to neutralize Black’s offensive position and preparing his own counter offensive.

The online poker player must bear in mind that there are untold millions of different possible setups of the eight pawns on the circles of the game board. Some of these setups are weak, some are strong, some are surefire winners, and some are surefire losers for either player. Therefore, in order to playa good game of Teeko, it is necessary to place your pawns on the board in as advantageous a setup as possible. The sequence in which the numbered pawns are dropped on the game board can, at times, make the difference between winning or losing the game by a lesser or greater number of points. Most beginners drop their pawns on the circles of the board in a 1, 2, 3, 4, sequence. The importance of such a maneuver depends entirely upon the ability of the player and his opponent.
To aid the player in improving his starting game as quickly as possible, eight of my favorite Standard Teeko regular drop move traps and their solutions follow. Some of these traps can be maneuvered into a winning position with the regular drop of the fourth pawn on the game board, others require one, two, or more line moves. But, before referring to the solution for the proper move, always try to analyze the reason for the move or moves given. Follow this procedure with each regular drop move and line move you make and then compare your result with the play-by-play poker solution given below each trap, For the explanation of the letters and numerals listed in the following pages.

Regular Drop-Move Traps in Standard Teeko

1. Sucker Drop Trap. Place B1 on C8; B2 on C13; R2 on C9; R1 on C14. Black moves first. Solution: Black drops B3 on C18; Red drops R3 on C23; Black drops B4 on C3, calls “Teeko,” and wins the game by 4 points.
2. Two-Way Square Drop Trap. Place B2 on C4; B1 on C5; B4 on C10; R4 on C9; R2 on C14; R3 on C19. Black moves first. Solution: Black drops B3 on C24; Red drops R1 on C18; Black moves B2 to C8; Red moves R4 to C13, calls “Teeko-Teeko,” and wins the game by 8 points.

3. Two-Way Drop Trap. Place B1 on C6; B2 on C7; B3 on C16; R3 on C8; R2 on CI7; R 1 on C2I. Black moves first. Solution: Black drops B4 on CII; Red drops R4 on C1; Black moves B3 to C12, calls “Teeko,” and wins the game by 3 points.
4. Diagonal Sucker Drop Trap. Place Bl on C7; B4 on C13; R2 on C8; R1 on C9. Black moves first. Solution: Black drops B2 on C19; Red drops R3 on C25; Black drops B3 on C1, calls “Teeko- Teeko,” and wins the game by 7 points.
5. Sneaky Side Drop Trap. Place B3 on C5; BI on C10; B2 on C15; B4 on C19; R1 on C9; R2 on C14; R4 on C20. Red moves first. Solution: Red drops R3 on C4; Black moves B4 to C13; Red moves R4 to C19, calls “Teeko,” and wins the game by 4 points.
6. Switcher Three-Way Drop Trap. Place B1 on C9; B2 on C10; B3 on C13; R3 on C14; R2 on C18; R1 on C22. Black moves first. Solution: Black drops B4 on C 17; Red drops R4 on C5; Black moves B4 to C12; Red moves R3 to C8; Black moves B1 to C14; Red moves R2 to C19; Black moves B2 to C15, calls “Teeko,” and wins the game by 2 points..’
7. Two-Way Drop Trap. Place B3 on C9; B2 on CI5; B1 on C19; R2 on C8; Rl on C13; R3 on C21. Black moves first. Solution: Black drops B4 on C14; Red drops R4 on C20; Black moves B2 to C10; Red moves R2 to C4; Black moves B1 to C15, calls “Teeko,” and wins the game by 1 point.

8. Diagonal Switcher Drop Trap. Place B3 on C7; Bl on C8; B4 on C14; B2 on C20; R1 on C5; R4 on C12; R2 on C17. Red moves first. Solution: Red drops R3 on C2; Black moves BI to C13; Red moves R2 to C18; Black moves B4 to C19; Red moves R2 to C24; Black moves B2 to C25, calls “Teeko- Teeko,” and wins the game by 6 points.
All previously discussed regular drop move traps apply to the point drop openings, but these traps appear in disguise and their formation is very deceptive in this loose phase of the game. Therefore, as author inventor, I feel it advisable to list some of the workings of these traps in a loose, spread out position typical of the average point drop openings. Following are my five such traps selected from the many thousands of possible traps found in this phase of the game. These traps are elementary in nature and can be formed into a winning poker position in two, three, or four moves. There is just enough difference to bring home to the player the working of most traps found while the eight pawn setup is in a loose position. Some of the traps listed here have more than one correct solution; but, to save space, only one winning solution is given. However, if you score a win by another method of play, it must score the same number of points. Each of these drop-move traps that follow has been achieved by employing a point drop opening.

Line-Move Traps with Point Drop Openings in Standard Teeko

Line-Move Trap No.1. Place B1 on C1; B2 on C6; B3 on C11; B4 on C5; R1 on C25; R2 on C20; R3 on C15; R4 on C21. Black moves first. Solution: Black moves B4 to C9; Red moves R3 to C14; Black moves B4 to C8; Red moves R3 to C13; Black moves B3 to C7; Red moves R3 to C19; Black moves B4 to C2, calls “Teeko,” and wins the game by 4 points.
Line-Move Trap No.2. Place B1 on C7; B2 on C9; B3 on CIO; B4 on C17; R1 on C8; R2 on C11; R3 on C12; R4 on C21. Black moves first. Solution: Black moves B1 to C13; Red moves R1 to C4; Black moves B3 to C5, calls “Teeko-Teeko,” and wins the game by 7 points.

Line-Move Trap No.3. Place B1 on C8; B2 on C13; B3 on C15; B4 on C18; R1 on C9; R2 on C14; R3 on C19; R4 on C21. Black moves first. Solution: Black moves B3 to C20; Red moves R4 to C17; Black moves B3 to C24; Red moves R3 to C23; Black moves B4 to C19; Red moves R2 to C20; Black moves B3 to C25; Red moves R4 to C12; Black moves Bl to C7, calls “Teeko,” and wins the game by 1 point.
Line-Move Trap No.4. Place B1 on C9; B2 on C12; B3 on C19; B4 on C25; R1 on C1; R2 on C2; R3 on C11; R4 on C17. Red moves first. Solution: Red moves R2 to C6; Black moves B2 to Cl6; Red moves R4 to C12; Black moves B1 to C8; Red moves Rl to C7, calls “Teeko,” and wins the game by 1 point.
Line-Move Trap No.5. Place B1 on C5; B2 on Cl3; B3 on Cl5; B4 on C25; R1 on C1; R2 on C2; R3 on C7; R4 on Cl7. Black moves first. Solution: Black moves B2 to C12; Red moves R4 to C11; Black moves B2 to C6; Red moves R3 to Cl2; Black moves B2 to C7; Red moves R2 to C6; Black moves B2 to C13; Red moves R3 to Cl6, calls “Teeko,” and wins the game by 3 points.

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Reproduction of a numbered and lettered teeko game board.

 

The Numbered Teeko Board. To aid the reader to understand more readily the structure and formation of the pawn setups on the Teeko game board, which are given in this book, the lettered and numbered illustration of a Teeko game board is reproduced. No Teeko game board is made with letters and numbers on it but, before the reader attempts the study of Teeko, he should memorize the position of the lettered and numbered circles as shown in the illustration below. In this way, he can follow each move or step detailed in this Teeko description. You will note that in each of the 25 circles of the illustrated game board, the letter C and the numerals 1 to 25 appear. The letter C followed by a number represents an identical circle on your. own game board.
To properly use the illustration, an abbreviated description of the color and numbered values of the game pawns is also necessary. The letter B represents a black pawn, the letter R a red pawn. Examples: B1 represents the black pawn numbered 1; B2, the black pawn numbered 2; B3, the black pawn numbered 3; and B4, the black pawn numbered 4. R1 represents the red pawn numbered 1; R2, the red pawn numbered 2; R3, the red pawn numbered 3; and R4, the red pawn numbered 4.

Additional Teeko Rules. If you observe the Teeko rules of play, you will have more interesting and enjoyable games. The rules that govern irregularities are designed to define the offense and to provide an adequate remedy in all cases where a player accidentally, carelessly, or inadvertently violates a rule of the game and gains an unintentional but nevertheless unfair advantage. The right to penalize an offense or irregularity is forfeited if the offended player (a) waives the penalty, or (b) calls attention to an opponent’s irregularity after he (the offended player) has made either a drop move or a line move. The general rules governing irregularities follow.
Placing a Pawn on the Game Board. During the starting game: Once a pawn has been placed on a circle, regardless of whether or not the player is still holding it, it shall be considered a completed move and the circle it touches is its final destination. The player is not permitted to remove it from that circle and place it on another circle. Any infraction of the above rule forfeits the game for the offender, and his opponent is credited with 8 points.
Compulsory Moves. The following are the so-called compulsory moves:

  1. Once the eight Teeko pawns have been placed on the circles of the game board, and a player at his turn of play touches one of his own pawns, he must move that pawn. Should he indicate, by moving his pawn, a particular direction or to a specific circle, the play must be completed in that direction or to that circle.
  2. If the player merely touches a pawn without indicating any direction, he must move that pawn; however. he may move it to any unoccupied adjacent circle.
  3. A pawn, once moved to an unoccupied adjacent circle, cannot be taken back. The move is considered completed, whether or not the online poker player still holds a hand on the pawn.
  4. Once a player names the style of game next to be played, or the kind of drop-move game opening at his proper turn of call, he cannot change his mind and name another.
  5. Once a player points to a circle while directing his opponent’s point drop move, he cannot change his mind and point to another circle.

Any violation of the above rules forfeits the game for the offender and his opponent is credited with 8 points.
Time Limit for Moving. If a player fails to move within 3 minutes, time shall be called by the opponent. After subsequent failure to move in one more minute from the time notice is given, the game shall be adjudged lost through improper delay and the offender’s opponent shall be credited with 8 points.
False or Improper Move. Either player making an improper move shall instantly forfeit the game, and the offender’s opponent shall be credited with 8 points. Examples of improper moves are moving out of turn, moving an opponent’s pawns, etc.
Conceding Defeat. A player cannot concede defeat until the game is completed. Infractions of this rule shall forfeit the game for the offender and his opponent shall be credited with 8 points.

No-Game. If one or both players are continuously moving one or more pawns back and forth from two or more circles in such a manner as to indicate deadlock or stalemate, either player may call “No-game.” If the same position exists after ten moves (five for each player) from the time no-game is called, the poker game shall be declared a no-game (drawn game), which neither player wins or loses. No-games are almost nonexistent in Teeko.
Adjustment of the Pawns. A player may adjust one or more of his pawns on their respective circles of the board, after giving notice of his intention to do so. He may ask his opponent to adjust one or more pawns by saying “Please adjust your pawns.” The opponent must comply with the request. Infractions of this rule shall forfeit the game for the offender and his opponent be credited with 8 points.
Selecting the Seating Positions. Prior to the start of the first match game, the player who is holding the red pawns has the privilege of choosing his seat. Holder of black pawns’ must sit opposite him

 

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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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