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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

TABLE OF SCORING POINTS: AVONDALE SCHEDULE

When Trumps Are in

Point values

6 Tricks

7 Tricks

8 Tricks

9 Tricks

10 Tricks

Spades

40

140

240

340

440

Clubs

60

160

260

360

460

Diamonds

80

180

280

380

480

Hearts

100

200

300

400

500

No-trump

120

220

320

420

520

ORIGINAL SCHEDULE 

When Trumps Are in

Point values

6 Tricks

7 Tricks

8 Tricks

9 Tricks

10 Tricks

Spades

40

80

120

160

200

Clubs

60

120

180

240

300

Diamonds

80

160

240

320

400

Hearts

100

200

300

400

500

No-trump

120

240

360

480

900

NOTE :In this table, for instance, eight clubs is a higher bid than nine spades: seven hearts is higher than nine spades; seven no-trump is higher than eight clubs, etc.

INVERTED SCHEDUEL

In this method of scoring, the suits run clubs (lowest ), spades, hearts, diamonds and no-trump, in that order upward.

When Trumps Are in

Point values

6 Tricks

7 Tricks

8 Tricks

9 Tricks

10 Tricks

Spades

40

80

120

160

200

Clubs

60

120

180

240

300

Diamonds

80

160

240

320

400

Hearts

100

200

300

400

500

No-trump

120

240

360

480

900

            The Game. The player or side first to reach a total of 500 points wins the game.  A player or side that goes 500 in the hole loses the game; if one player in a three-hand game becomes minus 500 he cannot win the game but continues play poker until the game is won, and if he is first to reach 500 no one wins the game.  If the contractor and an opponent reach 500 on the same deal, the contractor wins.
            In a three-hand game, if the contractor dos not reach 500 but both his opponents do, the first opponent to reach 500 wins.  If the contractor could not reach 500 by making his bid, the opponent first to reach 500 may claim the game as soon as the tricks he has won bring him to 500.  at the time of making the claim he must show his remaining cards.  if he does not have the 500 he claimed, play continues; all his remaining cards become exposed cards.  (An optional alternative is to require 1,000 or 1,500 for game.  The scoring is speeded up by awarding points for cards won in tricks; 1 for each ace, 10 for each face card or ten, the pip value for each lower  card, nothing for the joker.  These points do not affect the question of whether the contractor makes his bid, which depends on the number of tricks won.  He scores his points, extra, if he makes his bid; the opponents always score them.)
           
Additional Rules
            New Deal.  There must be a new deal by the same dealer if a card is found exposed in the pack; if the dealer gives the wrong number of cards to any hand; or if, before the last card is dealt, attention is called to the fact that the cut was omitted or that the dealer departed in any way from the prescribed method of dealing (as by dealing batches of three-three-four or four-three-three, or laying out the widow at any time but after the first round.
            Bid Out of Turn.  In three-hand play, there is no penalty for a pass or bid out of turn; the call is void, and the online poker player may make any legal call in his proper turn.  In partnership play, a bid (not a pass ) out of turn is bid and that side may make no further bid (though a bid made previously by partner of the offender is not canceled).

            Wrong Number of Cards.  if, during the bidding, two hands (excluding the widow) are found to have the wrong number of cards, there must be a new deal by the same dealer.  If the widow and one hand are incorrect, the incorrect hand loses the right to bid; any other player draws a sufficient number of cards from the excess and gives them to the deficient hand.  if, during the play, the contractor and an opponent are found to have incorrect hands, or if there is one incorrect hand due to an incorrect pack, there must be a new deal by the same dealer.  If two opponents have incorrect hands, the contractor’s being correct, the bid is deemed to have been made and the opponents may not score.  The contractor may continue in an effort to win  all the tricks, and he is deemed to win all the final tricks to which the short  hand cannot play.  If the  opponent’s hands are correct, the contractor’s hand and his discard incorrect, the bid is lost, but the deal is played out to determine how many tricks are to be credited to each opponent.
            Exposed Card.  A card is deemed exposed if it is dropped face up on the table, held so that a partner sees its face, or named by the owner as being in his hand.  An exposed card  must be left face up on the table and played at the first legal opportunity thereafter.  But there is no penalty against a contractor playing alone for exposing cards, except in case of a corrected revoke.

            Lead or Play Out of Turn.  A lead out of turn must be retracted on demand of an opponent, if the demand is made before the trick is completed; and cards played to it may be retracted without penalty.  The card led in error is treated as an exposed card; and if it was the offender’s partner’s turn to lead, an opponent may require him to lead  a named suit, or not to lead the suit of the exposed card.  If a player plays out of turn, not as leader, his card is deemed exposed.  If an error in leading or playing out of turn is not noticed until the trick is gathered, the texas holdem tricks stands as regular.
            Revoke.  Failure to follow suit to a lead when able is a revoke. A revoke may be corrected at any time before the next ensuing lead, otherwise it stands as established.  When a revoke is corrected, the incorrect card is deemed exposed, including a case where it belongs to a contractor playing alone.  If an established revoke is claimed and proved before the cut for the next deal, and the revoking hand was on the contracting side, the contract is scored as lost; if the revoking hand was an opponent, the contract is scored as made, and the opponent, the contract is scored as made, and the opponents score nothing.

            Illegal Information.  If  a player gives information illegally to his partner, or looks at a trick after it is gathered and quitted, or if the contractor’s discards are looked at by him after the opening lead, or by another player at any time, the opponent at the right of the leader may name the suit to be led the next time the offender or his partner has the lead. 
            Error in Score.  A proved error in recording scores must be corrected on demand made before the first bid (not pass) of the next deal after that to which the error pertains.  In any other case, recorded scores may not be changed.

Strategy of Five Hundred.  Since there are only ten trumps, the normal minimum trump length for any bid is four including two or three of the higher ones.  Actually, most contracts go to hands with five or more trumps.

CHANCE OF FINDING AT LEAST ONE TRUMP IN WIDOW

If you hold 4 trumps the chances are 1,091 in 1,771 or 1.00 to .62 for.
If you hold 5 trumps the chances are 955 in 1,771 or 1.00 to .85 for.

CHANCE OF FINDING ONE WANTED CARD IN WIDOW

Wanted cards out of number in the widow

Chances of finding it in the Widow

Odds on finding that card

1 of 1

231 in 1,771 or

6.66 to 1 against

1 of 2

441 in 1,771 or

3.01 to 1 against

1 of 3

631 in 1,771 or

1.81 to 1 against

1 of 4

802 in 1,771 or

1.21 to 1 against

1 of 5

955 in 1,771 or

1.00 to .85 for

A simple but rough method of figuring how many tricks a hand will win is to count one trick for each trump in excess of three, and one trick for each side ace and king.
            For a no-trump bid, it is usually necessary to have stoppers in all four suits.

  (minimum stoppers are ace, king +, queen ++.)   Of course, with a joker, it is possible to bid no-trump with a stopper less suit provided the rest of the hand is fairly solid in top cards.  the best hand for no-trumps is a long solid or nearly solid suit.  The opening lead gives the contractor the advantage of starting with his long suit before the opponents have a chance to go after his stoppers in their long suits.
            It’s not wise to bid in hopes of buying a specific card games in the widow.  But, usually some help can be expected to improve the hand by adding a trump or an extra card to a long suit.  Since only one chance of bidding is allowed, it must be the highest safe bid that can be made.  You may have to stretch the bid slightly and count on some help from the widow.
            After taking the widow, try, through your discards, to establish a short suit, but keep all long suits intact.  At no-trump, save your longest suit intact and discard whatever is possible without exposing your stoppers.  In other words, the discards are almost invariably worthless low cards.
            With five or more trumps.  The bidder should lead trumps to his one.  Even with only four trumps it is wise to lead to the opening trick with trump, especially if you have stoppers in every suit.  Your only long suit, even if not solid, should be led early in the effort to establish it.  High cards in short suits should be used only for reentries.  At no-trump, the bidder should usually open his longest suit (regardless of its top strength ) and continue to play that suit at every opportunity.  With no really long suit (five or more  cards), he should attempt to drive out the adverse aces and kings that stand in the way of his lower-card tricks.

            As an opponent of the bidder, do not help him by opening new suits.  If possible develop your own strong suit and if you can find what he is void in, force this suit at every chance.

Two-hand Five hundred

The pack and the deal are the same as in the three-hand game, except that the hand at dealer’s left is dealt face down on the table and is dead.  With these ten cards out of play, the bidding is largely guesswork.  Not to be left “at home” by a bold opponent, a player is bound to be forward in bidding and to speculate on buying just what he needs from the widow.  If one player’s score reaches minus 500, the other wins the game.
            The two–hand game may also be played with a 24-card pack, nine-spot low; the widow is four cards, no extra hand is dealt, and the rules otherwise are as in three-hand.

Four-Hand Five Hundred.

The four-hand  game is played with fixed partnership, partners sitting opposite each other.  The pack is 42 or 43 cards, made by discarding the twos, threes, and black fours from a 52-card pack, and adding a joker if desired; often it is not.  Each player receives ten cards and the remaining cards go to the widow.  If one side’s score reaches minus 500, its opponents win the game.  All other rules are as in the three-hand game, except that two always play against two.

Five –Hand Five Hundred

Five players use the regular 52-card pack, usually with the joker added, so that each player receives ten cards and there is a three-card widow as in three-hand.  after the bidding, the high bidder may select any other player to be his partner; if he bid for eight or more tricks, he may name any two partners.  (Some play that the high bidder selects his partner by naming a card, as in Call-Ace Euchre).

Six–Hand Five Hundred

For six players there is available a 62-card pack that includes spot cards numbered 11 and 12 in each suit and 13 in each of two suits; the joker may be added, making a 63- card pack and permitting a deal of ten cards to each player and three to the black widow poker .  There are two sides of three partners each, the partners being seated alternatively so that each has an opponent on his right and left

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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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