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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

The Start of the Game: Choosing the Teeko Pawns

The online poker players choose their pawns, and each player must take four Teeko pawns of the same color. Colors are chosen by mutual consent or as follows: Either player by consent of the other takes a black and a red Teeko pawn. Placing both hands behind his back he puts one pawn in each hand. Making two closed fists he brings both hands forward. His opponent touches either fist. If it contains a red pawn, the guesser takes the red pawns if black, he takes the black pawns. His opponent takes the four remaining pawns. The holder of the red pawns may choose any seat. His opponent sits opposite him. The first move.

in every game is always made by the person holding the black pawns. Thereafter, each player plays alternately: Black, then Red, Black, then Red, etc. In the second game the player who had the red pawns now takes the black and so moves first. Hereafter, to simplify matters, the player making the first move in each succeeding game shall be referred to as “Black” and his opponent as “Red.”
Placing the Pawns on the Game Board: The Regular Drop Move. The placing of the Teeko pawns on the circles of the game board is part of the strategy of the game and is accomplished by the use of the regular drop move or the go-as-you-please type of drop move. This simply means that a player, at his turn of play, has the choice of selecting any one of the pawns he holds and placing it on anyone of the unoccupied circles of the game board (with the exception that Black’s first regular drop move cannot place a pawn on the center of the board). Players must make their regular drop moves one at a time, alternately. To illustrate, a detailed description of how the regular drop moves are employed in the placing of the pawns on the game board follows:

  1. Black, the starting player, places his first Teeko pawn, which may be anyone of the four numbered pawns, on any circle of the game board with this exception: Black is not Chess, Checkers, and Teeko permitted to place his first pawn on the center circle of the game board. The placing of a pawn on a circle of the game board is known as a regular drop move.
  2. Red places anyone of his four Teeko pawns on anyone of the 24 remaining unoccupied circles.
  3. Black places anyone of his three pawns on anyone of the 23 remaining unoccupied circles.
  4. Red places any of his three pawns on anyone of the 22 remaining unoccupied circles.
  5. Black places either of his two pawns on anyone of the 21 remaining unoccupied circles.
  6. Red places either of his two pawns on anyone of the 20 remaining unoccupied circles.
  7. Black places his fourth and last pawn on anyone of the 19 remaining unoccupied circles.
  8. Red places his fourth and last pawn on anyone of the 18 remaining unoccupied circles.

If a player succeeds in placing his fourth and last pawn in either a four-in-a-row winning position or a small-square winning position, he calls, “Teeko” or “Teeko- Teeko,” and wins the game. The game score is determined by the spot value of the last (fourth) played pawn, which completes a winning position, and by the circle of the game board on which it rests. A pawn that completes a winning position and ends the game is known as the winning pawn.

If a winning position has not been achieved with the placing of the eight Teeko pawns on the circles of the game board, the game continues as follows.
Continuation of the Game. Line Moves. If in a Standard Teeko game a four-in-a-row or a small-square winning position has not been achieved by either of the two players in the initial placing of their four pawns on the circles of the game board, the game continues in this fashion: Black, who moves first, must move one of his four pawns forward, backward, sideways, or diagonally from the circle on which it is resting onto an adjacent unoccupied circle. This is known as a line move and is done by sliding the pawn over one of the red lines connecting any two circles as shown on the game board. Black having completed his first move, it becomes Red’s turn to move. This method of moving is continued alternately until one player succeeds in forming either a winning four-in-a-row position or a small-square position. When this occurs, the winning player calls “Teeko” or “Teeko- Teeko,” ending the game. The game score is determined by the spot value of the last (fourth) played pawn which completes a winning poker position and the circle of the game board on which it rests.

How to Score a Teeko Game. The last- played pawn, which completes a winning position and ends the game, is called the winning pawn. The numerical spot value of the winning pawn and the circle on the game board where it comes to rest determines the number of points credited to the winning player, which may be I, 2, 3, 4, 5, 6, 7, or 8 points. This holds true whether the winning position is completed by making use of a regular drop move, a point drop move, or a line move.
The scoring is as follows:

  1. Teeko: If the winning pawn is played onto anyone of 20 circles of the game board (center and corner circles excluded) the player calls “Teeko,” and scores the numerical spot value of the winning pawn. Examples: If the winning pawn is a 1-spot, the player scores I point for the game. If it is a 2-spot, the player scores 2 points; a 3-spot, 3 points; a 4-spot, 4 points.
  2. Teeko-Teeko: If the winning pawn is played onto the center circle or onto one of the four corner circles of the game board, called bonus circles, the player calls “Teeko-Teeko,” and scores the numerical spot value of the winning pawn plus a Teeko game bonus of 4 points. Examples: If the winning pawn is a 1-spot, the player scores 1 point plus a 4-point game bonus for a total game score of 5 points. If the winning pawn is a two-spot, the player scores 2 points plus a 4-point game bonus for a total game score of 6 points. If it is a three-spot, 3 points plus 4 points or 7 points. If it is a 4-spot, score 4 points plus 4 points, or 8 points.

A corner-circle Teeko-Teeko small-square poker winning position can only be completed with a regular or point drop move-not with a line move.

Teeko’s 16 Game Openings. The author has developed 16 game-opening methods for the initial placing of the eight Teeko pawns on the circles of the game board. Most of these game openings are achieved by making use of the regular drop move, combined with a new basic game-starting principle called the point drop move. This point drop move is the direct opposite of the regular drop move. When making use of the regular drop move in the placing of the pawns on the circles of the game board, each player at his turn of play places one of his pawns on any unoccupied circle of the game board. When a point drop move is to be used, each player at his opponent’s turn of play must determine on which circle of the board his opponent must place his pawn. He does this by touching any unoccupied circle with his index finger. This action being completed, his opponent must abide by this decision and place one of his pawns on the circle indicated.
The point drop move rule is as follows. A player at his proper turn, of play says the word “Point.” The expression point signifies that the player is asking his opponent to point or touch an unoccupied circle of the game board on which he wants the player to place his pawn. The player’s opponent on hearing the player say “Point” must touch with his index finger any unoccupied circle that he desires. This action being completed, the player (whose turn it is to play) must abide by this decision and place one of his Teeko pawns on the circle touched by his opponent.

The strategy involved in the use of the point drop move is in direct contrast to that of a regular drop move. Using the point drop move tends to form one of the countless millions of loose spread-out initial eight-pawn setups (opposite from the tighter setups achieved when using only the regular drop move). These looser setups are accomplished by directing one or more of the opponent’s pawns to a circle or circles of the Teeko board so that they will be as far removed as possible from the others; this causes the opponent’s pawns to be in as unfavorable a setup as possible for achieving a win.
The point drop move in combination with the regular drop move is used in the 16 different game opening styles that follow. These opening game variations strike a mean that falls somewhere between a tight center opening game and a spread-out loose one.
If a winning position as stipulated by the rules of Standard Teeko has not been achieved by either of the two players with the initial placing of their eight pawns on the circles of the game board, the game is played to a finish by making use of one or more line moves.

Following are Teeko’s 16 different game openings.

  1. Point the First Drop Move. This means that each player’s first drop move must be made with the point drop move; his second, third, and fourth drop moves are made with the regular drop move.
  2. Point the Second Drop Move. This means that each player’s second drop move must be made with the point drop move; his first, third and, fourth drop moves are made with the regular drop move.

In a similar manner the 13 other game openings are played. In each case the name of the opening tells which moves must be played as point drop moves.

  1. Point the Third Drop Move. This means that each player’s third drop move must be made with the point drop move and his first, second and fourth drop moves with the regular drop move.
  2. Point the Last Drop Move. This means that each player’s fourth drop move must be made with the point drop move and his first, second and third drop moves with the regular drop move.
  3. Point the First Two Drop Moves.
  4. Point the First and Third Drop Moves.
  5. Point the First and Last Drop Moves.
  6. Point the Second and Third Drop Moves.
  7. Point the Second and Last Drop Moves.
  8. Point the Last Two Drop Moves.
  9. Point the First Three Drop Moves.
  10. Point the First, Second, and Last Drop Moves.
  11. Point the First, Third, and Last Drop Moves.
  12. Point the Last Three Drop Moves.
  13. Point All Four Drop Moves.
  14. Point No Drop Moves.

Loser’s Choice

Playing Loser’s Choice usually means playing a different drop-move game opening for each subsequent game. Prior to the start of the Teeko session, the player who is holding the red pawns has the right to name anyone of the 16 different drop-move game openings for the first game. Thereafter, the loser of each game has the right to name the drop-move game opening for the following game, and so on.
Let’s say you have been playing Standard Teeko with the four regular drop-move game openings, and the loser wishes to change the next game opening to point the first drop move. The loser simply says “Point the first drop move.” This means that each player’s first drop move must be made with a point drop move and the remaining three drop moves must be made in regular drop-move fashion. Perhaps the loser of the previous game calls “Point the last drop move.” This means that the first three drop moves must be made using the regular drop moves and the last (fourth) drop move must be made using the point drop mo e. You’ll find Loser’s Choice is a fascinating poker variation that will appeal to all as a change of pace.

Teeko Match Play

 

Match Play is an enjoyable way to score a series of Teeko games. A match consists of one or more games and terminates at the end of any game in which a final score of 10 or more points & attained by either player.

How to Score a Teeko Match

Winner of the match scores the point difference between both players’ match totals.

  1. Winner of the match receives a match bonus of 10 points for winning.
  2. Should a player score 10 points or more before his opponent scores any points at all, winner gets a 10-point match bonus plus a 10- point shutout bonus-plus the points scored. Following is a sample scoring of a Teeko match:

 

 

Players A

Players B

 

Points

Total

Points

Total

First game

 

 

4

4

Second game

 

 

1

5

Third game

3

3

 

 

Fourth game

 

 

4

9

Fifth game

 

 

8

17

Players match scores

 

3

 

17

Match bonus

 

 

 

10

 

 

 

 

27

 

 

 

 

- 3 (A’s Score)

 

 

 

 

B wins by 24 points

In the above sample match, B won four games including an 8-point Teeko-Teeko for the last game-making a match score of 17 points. Player A won one game totaling 3 points. B’s 17 points puts him over the 10- point match mark, which ends the game and makes him the winner. B also gets a 10-point match bonus for winning the match. B’s total match score is 27 points, A’s 3. So, B’s total point winnings for the match are the point difference in score, or 24 points. At a penny a point, B collects 24 cents from A.

Three-Handed Teeko Match Play

This is a two-handed Teeko match variation for three players. Although three players take part, only two are in play against each other simultaneously. The rules for Teeko Match Play apply with the following exceptions and additional poker rules.
To determine which two shall start, any player, by consent of the others, places three pawns of the same color face down on the table and moves them around to mix them. Each of his opponents takes one and he takes the last. Low man, the player who picked the pawn with the lowest point value, sits out the first game. The others playa two-handed Teeko game. The player who picked the highest numbered pawn takes the black pawns and makes the first move of the game. The opponent takes the red pawns.
The score of the first game is credited to the winner on the score sheet and the loser drops out. The winner proceeds to play the next game against the third player. So it goes, loser giving way to non player, game by game, until one of the three scores 10 points or more and ends the match. After the first game has been completed, and the non player sits down to play his game, he must play the colored pawns destined for the seat he is occupying. The winner is paid off in the amount of his credit over each opponent. To receive a shutout bonus, both of his opponents must score zero. Following is a sample scoring of a three-person Teeko match:

 

 

 

Players A

Players B

Players C

 

Points

Total

Points

Total 

Points

Total

First game

3

3

 

 

 

 

Second game

 

 

8

8

 

 

Third game

 

 

 

 

6

6

Fourth game

 

 

 

 

3

9

Fifth game

 

 

 

 

4

13

Player’s match score’s

 

3

 

8

 

13

Match bonus

 

 

 

 

 

10

Player’s total match scores

 

3

 

8

 

23

 

The game credits plus the match bonus bring C’s total to 23 points, A’s to 3, and B’s to 8. Player C, the poker winner, collects the following point difference from each player: 20 points from A and 15 points from B. At a penny a point, C collects 20 cents from A and 15 cents from B.

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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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