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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 Heart Group

Hearts is one of the foremost of the non partnership games that provides an opportunity for skill in the play of cards.  in fact, Hearts and its many variants, in which the object is to avoid taking certain cards and tricks, is the answer to people who always  complain they hold poor cards and very few trumps.  Actually, in Hearts and its allied games, the premium is on holding poor cards.

REGULAR HEARTS

This is the basic and simplest form of Hearts, but it is not played as often today as my own Heart game and the many other variations and related games.

            Requirements

  1. A standard deck of 52 cards.
  2. Four hands make the best game, but as few as two and any number more than four may play.  If more than six play, a double deck should be used.  Each person plays for himself, although partnerships may be arranged in the four-handed game.

Rank of Cards.  Ace (high), king, queen, jack, ten, nine, eight, seven, six, five, four, three, two (low).  The suits have no relative rank although the play revolves about the hearts.

            The object of the Game.  To win the game by scoring fewer points than any of your opponents.  In short, to try to avoid taking hearts.
            Selecting Dealer and Seating Positions

  1. The players seat themselves at any place around the table.  Where they sit at the beginning is not important. 
  2. Any player may shuffle the pack and offer the pack to any other player to cut.
  3. Each of the players is dealt a card face up.  The player drawing the highest card selects his seating position, then the drawer of the second highest, and so forth.  In case of ties, each tied player receives another card until the tie is broken.  On the first draw, should two players receive high card, each receives another professional card to decide the order of seat selection.
  4. The player who was dealt low card starts the game by dealing the first hand.  From then on, the deal moves to the dealer’s left, clockwise.

Shuffle and Cut.  Any player may shuffle, the dealer last.  The player at the dealer’s right cuts the cards.
            The Deal.  The cards are dealt one at a time as far as they can be dealt, equally.  The remaining cards are placed on the table face down, forming a widow or blind.  The player who wins the first trick takes the blind; no one may look at these cards during play.
            The Pass.  Right after each deal and before      the start of the play, after looking at his hand, each player selects any three cards in his hand and passes them face down to the player at his left without exposing them to the others. Each player must pass three cards .before looking at the three cards he receives from his right. In six- and seven-handed play, only two cards are passed to the left.,
The Play. The leader (the player to the dealer’s left) makes the opening lead. Each player must follow suit to a lead if able; if unable, a player may discard any card he wishes. Highest-ranking card of the suit led wins the trick.

Each heart counts 1 point. When Hearts is being played as a match, five hands constitute a match. At the end of each hand the points taken in tricks by each player are totaled and entered under his name on the score sheet. When a single hand is played as a game, the player who scored the fewest points is declared the winner and he collects the difference in points between his score and that of each of the other players. In brief, he collects 1 point for each heart held by the losing players. If two or more players tie for the fewest points taken, they divide the winnings, and if there are odd units left over, they cut or draw high card to determine who shall receive the odd units.
The player who scores the fewest total points for the five games is declared the winner and gets credit for the difference between his score and that of each of the losers.

Settlement. When play is completed, there are several ways of settling, of which the following methods of using chips are the most popular:

  1. Each player begins with a specific number, say 50 or 100 chips. For every heart he takes in play he puts a chip into the pot or kitty. The player who has taken the fewest hearts wins the pot. If two or more players tie for lowest number of hearts, they divide the pot equally, and if there are odd chips, they are carried over to the next pot.
  2. Another method, which emphasizes the element of chance, is known as “jackpots,” or “sweepstakes.” After each hand is over, the players put one chip into the pot for each heart that they took. If any player took no hearts, he collects the entire pot; if two or more players took no hearts, they divide the pot equally; and if there are any odd chips, they are carried over to the next pot. If no player is free of hearts, the pot accumulates until some players or player takes no hearts. Some play that a jackpot may be won only when one player is clear of hearts, while others play that a jackpots is carried over to the next deal if anyone player takes all 13 hearts.
  3. Possibly the best-known way of Hearts settling is the Howell method. In it, each player, after a hand is over, puts as many chips into the pot for each heart that he has taken as there are other players in the game. He then subtracts the hearts that he took from the number 13, and the difference represents the chips he may take back from the pot. Example: A player has taken four hearts in a four-handed game. He puts 12 chips into the pot (4 times 3). He takes back 9 chips (13 minus 4). Altogether, he has paid in 3 chips (12 minus 9). If, as in some variants, where a double deck is used, the number to subtract from is 26 instead of 13.
  4. If a pencil-and-paper score is kept, each player is charged 1 point for every heart that he took. When any player reaches 50 or 100 points, the player with the lowest score is the winner. This method is called cumulative scoring.
Additional Rules

Misdeals. The following determines whether or not a misdeal has occurred:

  1. If a dealer or player turns up a card or cards belonging to another player during the deal, that deal is void, a misdeal is declared, and the same dealer deals again.
  2. If a dealer or player turns up a card or cards belonging to himself, the deal stands.
  3. If a card is found face up in the deck during the deal, a misdeal is declared and the same dealer deals again.
  4. If one or more players have too few or too many cards and this is discovered before the first trick is completed, a misdeal is declared and the same dealer deals again.
  5. If a player has too few cards and this is discovered during the play of the final trick, he must take the last trick. If he is more than one card short, he must take in every trick which he cannot play.

Play Out of Turn. A lead or play out of turn must be retracted if demand is made by a : player before all have played to the trick; , however, if all have played, the play out of turn stands as a regular turn of play without penalty.

Reneges. Failure to follow suit when able constitutes a renege. A renege may be corrected before the trick is picked up from the table and turned face down. If it is not discovered until later, the renege is established, play immediately ceases, and the reneger must pay each player 10 units. In match-style play, 10 points for each of the other participants is added to the offender’s score sheet. For example, in a four-handed game the offender adds 30 points to his score sheet. The other players jot down a zero for
their scores.
Strategy in Regular Hearts. The basis of play is to win no tricks, or only harmless tricks. It is best to get rid of high cards as soon as possible. That is, high cards that can be forced to take tricks in three leads of a suit should be played early rather than late in the game. Aces and high cards accompanied by some low cards are not dangerous as a rule, but middle cards (eight, nine, ten) without low cards are very dangerous, especially after the first round of a suit has been led. Middle cards should be discarded whenever chance permits, so long as any lower cards loo poker of the suit
remain unplayed.
A good lead at any time is in a short suit. This play often will lead to the opportunity for early discarding on leads by other players in that suit. When playing under cumulative or Howell method scoring, it frequently is wise to take a few hearts in the early going rather than be stuck with a greater number later in the hand.

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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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