2022년 3월 29일 화요일

CARD GAMES

Pepper Card Game Rules




The pepper card game is closely related to euchre, spades and other trick-taking card games. The game is also known as Hasenpfeffer, or “peppered hare.” Pepper is played primarily in the United States, and can accommodate two, three or four players. Playing with four players constitutes a partner game.


Deck

Pepper is not played with an ordinary deck of playing cards. Instead, players use only the nines, 10s, jacks, queens, kings and aces.

The trump suit varies for each hand of pepper; some hands will be played with no trump. In the regular suits, the ace is the highest card and the nine is the lowest card.

In a trump suit, the jack of that suit is the highest card, followed by the jack of the other suit of the same color. For example, if hearts are the trump suit, the jack of hearts is the highest card in the game, followed by the jack of diamonds. These are followed by the ace (high), king, queen, 10 and nine of hearts. The rest of the suits follow the regular suit ranking, with the exception of the jack of the same color as the trump.

Team Play

One player deals out six cards to each player, one at a time, starting with the player to the dealer’s left and working clockwise. After each hand, the deal passes to the player on the former dealer’s left.

Bidding begins with the player on the dealer’s left and moves clockwise to each player. Players take turns bidding the number of tricks that a single player or team can take. Each consecutive bidder must exceed the previous player’s bid, or pass. When a bid has been made and all other players pass, the winning bidder decides which suit will be the trump suit, or if no trump will be used in this hand.

In general, the possible number of bids is five, since each player only has six cards. Bidding for six tricks is called a “little pepper.” Basically, the bidder is indicating that he will win all tricks in the hand. A player can also bid a “big pepper,” which is a bid to take all six tricks and to double the number of points available to gain or lose during play.

The winning bidder can lead any card to begin the hand. Play continues clockwise, with each player following the suit. If a player cannot follow suit, he plays any card in the hand.

The winner of the trick is the player who plays the highest trump card or the highest card of the suit that was led. The trick winner starts the next round.

After all tricks are played, the winning bidder receives one point for each trick taken if he makes his bid, but loses six points if he failed to make the bid. A player or team can have a negative score. If the player bid the big pepper, he gains or loses 12 points. All other players receive one point for each trick taken.

Game play continues until one team reaches 30 points; that team is the winner.

Two or Three Handed Variations

When only three players participate in pepper, each player receives eight cards. Bids range from one to seven, with the “little pepper” and “big pepper” being bids for eight tricks. The winning bidder loses eight points if he fails to take his bid number of tricks, or gains or loses 16 points for the big pepper.

In two-player pepper, three hands are dealt, but the third remains face down and is not played. The points are same as for three-handed pepper.

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Rules of the High Low Jack

High Low Jack, also known as Hi Low Jack and Pitch, is played with a standard 52-card deck. Partnership, the most commonly played version of the game, places players in teams of two that score points collectively. Varieties include Cutthroat, in which each player scores points individually, and Nine Card, which deals three extra cards and awards points for both the trump five and highest spade in play.

Bidding

Each player receives six cards, with the deal rotating clockwise. One round of bidding follows the deal, beginning with the player to the left of the dealer and continuing around. Bids of two, three, four and "smudge" are permissible, and a bid must be higher than the previous bid. The dealer may bid the same as the highest bidder, which is known as stealing the bid. If the first three players make no bid, the dealer must bid at least two.

The player who makes the highest bid is the "pitcher," who declares the trump suit and leads the first round of play.

Scoring

One point is given for each of the four tricks possible to win in each game. High is won by having the highest card played in the trump suit. Low is awarded to the team that wins the trick containing the lowest trump card in play. Jack goes to the team that wins the trick in which the trump jack is played; if the jack is not dealt this point is not awarded. The game point is given for the team that has the higher total value of cards in its tricks. Each ace is worth four, king is worth three, queen is worth two, jack is worth one and each ten is worth ten. If each team has the same total, no game point is awarded.

Each team that makes its bid receives the number of points they earned. To receive five points you must have bid "smudge." A team that bids four and wins all six tricks including the trump jack without bidding smudge only scores four points. If a team doesn’t earn its bid, that number is subtracted from the score. An unsuccessful "smudge" bid results in a loss of five points.

Winning

A team needs to score 21 points to win the round; however, they can win at the end of the hand where they declared the highest bid and successfully gained the proposed number of tricks. It is possible for the winning team to have less points than the losing team, though they must still have at least 21 points. This occurs when the losing team accrued points during a game in which they did not make the highest bid.

Rules of Pitch Card Game


Pitch is a card game in which players compete for the four points available in each hand. It is a trick-taking game that can be played individually or in teams.

Basics

Pitch can be played by two or three individuals or by two pairs of players. Players get six cards each, then compete in a round of bidding to determine who will name trump.

Players may choose the first dealer by drawing cards, with the player drawing the highest card being the dealer, or choose a dealer at random. The deal passes to the left for each hand.

Bidding

Each player gets one bid, starting with the player to the left of the dealer. A player may pass or bid as many as four points.The highest bidder names trumps.

Points are based on cards won during the six tricks of a hand. The highest and lowest trumps in play are worth one point each, but since not all the cards in the deck are in play in a hand, nobody knows which are the highest and lowest trump cards until the end of the round.

The other points are for taking a trick that included the jack of trump and for getting the highest score at the end of the hand. This score is figured by counting 10s as 10 points, aces four points, kings three points, queens two points and jacks one point. If two or more players tie, no high score point is given.

Play

The winner of the bid leads for the first hand and must play a trump. After that, the winner of the trick can lead any card. You have to follow suit, except that you can play trumps at any time, even if a suit other than trump is led. Tricks are won by the highest trump card. If no trump card is played, the highest card from the suit that was led wins the trick.

Scoring and Winning

At the end of the hand, if the dealer won as many points as she bid, she adds one point to her total for each point. If she didn't, her bid amount is deducted from her score. All non-bidding players are awarded any points they won during the hand.

In team play, partners combine points for a team score.

The game of Pitch ends when one player or team reaches 11 points. If there is a tie, the team or player that was the bidder on the last hand is the winner. Another round can be played in singles play if none of the players who scored 11 was the bidder.


Euker Card Games Rules



The game Euchre evolved from the card game Triomphe. It is related to the French game Ecarte and the English game Napoleon. Euchre was popular in early America. Four-player euchre is the standard variation, although versions exist for two to seven players.

Before Play

For the four-player game, players divide into two teams of two. The game uses one standard card deck, with all cards valued eight or lower removed.

Card Rank

Euchre uses a trump suit. The highest-ranking card in the trump suit is the jack of trump, also called the Right Bower. The jack from the suit of the same color as the trump suit is called the Left Bower, and is the second highest card. The ace of trump is the third highest card, followed by king, queen, ten and nine. The non-trump suits rank ace, king, queen, jack, ten and nine, with ace high and nine low.

Deal

The dealer gives each player five cards. The dealer places the rest of the deck face down in the center of the table. The top card of the deck gets turned face up. The upturned top card is the trump suit.

Trump

The first player can accept the upturned card as the trump suit, or she can pass. If she passes, the next player gets to make the same choice. This continues until either one player accepts the trump suit, or all players pass. If all players pass, the first player gets to name the trump suit or pass. If she passes again, the next player gets to name the trump suit or pass. If all players pass both times, the dealer must deal the hand again.

Once a player accepts or names the trump suit, the dealer discards one of his cards. The discarded card is turned sideways, face up, under the deck. The dealer now owns the upturned trump card, but does not put it in his hand.

Play

The player who names the trump suit has the option to play alone. If she chooses to play alone, her partner turns his hand face down on the table and does not play.

Players must follow the suit led if possible. The highest trump card or the highest card of the suit led wins the trick. The player who wins a trick plays the leading card for the next trick.

Objective

Players try to win at least three of the five tricks in a hand. If the team that named trump does not win three or more tricks, that team is "euchred". A "march" occurs when one team wins all five tricks.

Score

The team that named trump gets one point for winning three or four tricks and two points for a march. If the player who named trump plays alone, the score is one point for three or four tricks and four points for a march. If a team gets euchred, the opposing team wins two points. Traditionally, the four-player game is played to five points.


Rules for the Wizard Card Game



In 1986, Ken Fisher released a variant on the card game "Oh Hell," named Wizard. Today, the trick bidding game is internationally licensed and sold commercially in the United States, Canada, Germany and Italy.

Equipment

Wizard employs a special 60-card deck, consisting of a standard 52-card deck of playing cards and eight additional cards: four Wizard cards and four Jester cards.

Number of Players

Wizard can be played by three to six players.

Object of the Game

Players try to correctly predict the number of tricks, or scoring units, they will take during each round. Correct predictions earn points, and the player with the most points by the end wins.

Dealing

A dealer is determined by dealing one card to each player. The highest card deals, and each subsequent round, the role of dealer passes to the left, with a fresh shuffle of all 60 cards. On the first deal, each player is dealt one card. On the second, they will receive two cards, three on the third, and so on in that fashion until all cards are dealt. After dealing, the next card in the deck is turned face up to determine the trump suit, a suit in which the highest card wins the trick, even over the highest card being led. Should the card be a Jester, it is turned face down and there is no trump during that round. If the card is a Wizard, the dealer chooses one of the four suits as the trump. On the final round, there is no trump, as all cards are dealt.

Bidding Tricks

Beginning to the left of the dealer, each player declares the number of tricks they will take. In the first round, this number is zero or one. The scorekeeper records the bid on their score pad. The number of tricks bid may not equal more than the total number of tricks available. However, should the last player to bid be the highest scorer on the score pad, and not tied for the lead, they can't bid. This makes the bids "even," meaning the total tricks bid equals the total tricks available. At the end of the hand, someone must lose points after play, because more or fewer tricks have been bid than are available.

Hidden Bidding

Hidden bidding is a variation on bidding wherein all players simultaneously reveal their bid instead of in turn.

Delayed Reveal Bidding

Another variation on bidding is delayed reveal, wherein all players secretly record their bid. The bids are revealed after the hand has been played.

Game Play

Play begins to the left of the dealer. Any card may be played to start the round as the lead suit. Players continue play in a clockwise order and, if possible, must follow suit. Only two exceptions to the rule exist. At any time, a Wizard or Jester may be played, even if the player is holding a card matching the lead suit. The trick is won in three ways: by the first Wizard played, by the highest trump card played if no Wizard is played or by the highest card in the lead suit if no trump is played. The winner of the trick leads next.

Leading with Wizards

If the lead card is a Wizard, it wins the trick. The player can play any card they wish, including another Wizard.

Leading with Jesters

If the lead card is a Jester, it counts as a null card. The next card played determines the suit for that round. Jesters are always losing cards, unless only Jesters are played. In this case, the first Jester played in the round wins the trick.

Scoring

Each player scores 20 points for correctly predicting the number of tricks they take. They gain ten additional points for each trick taken. Incorrect predictions deduct ten points from the score for each card over or under the trick.


Pitch Card Game Instructions





Pitch, also known as Setback or High-Low-Jack, is an American trick taking card game that was developed from the English game All Fours. There are many variations of Pitch, the most popular of which, Partnership Pitch, is played with two teams of two players using a standard deck of 52 playing cards. Players bid on how many of four objectives they can complete in a single round and are awarded points accordingly. The first team to reach 21 points is declared the winner.

Sit at a table with partners across from one another and deal one card to each player. The player that receives the highest card is the first dealer.

Shuffle the deck and deal six cards to each player three cards at a time.

Pass on bidding or bid two, three, four or smudge when it is your turn to bid. Bidding starts to the left of the dealer and goes clockwise around the table. Each player must bid higher than the previous bid or pass on bidding, except for the dealer who can steal the bid by bidding the same number as the previous bid. The bids represent the number of particular tricks that you think your team can win. The tricks are labeled High, Low, Jack and Game. The High trick is awarded to the team that holds the highest trump card. The Low trick is awarded to the team that wins the trick containing the lowest trump card. The Jack trick is awarded to the team that wins the trick containing the Jack of trumps, if the Jack of trumps was not dealt then no team can win this point. The Game trick goes to the team with the highest total value of cards in tricks won; aces are valued at 4, kings at 3, queens at 2, jacks at 1 and tens at 10. In order to win a bid of Smudge the team must win all six tricks and the jack of trumps. The final bidder becomes the pitcher.

Lead any card for the first trick if you are the pitcher. The suit of the first card that is led becomes the trump suit.

Continue clockwise around the table with each player following suit or playing a trump card. Players may trump at any time even if they can follow suit.

Determine the winner of the trick after all four players have played a card. The highest trump card played always wins the trick. If no trumps were played then the highest card of the suit that led wins the trick. Whoever wins the trick leads the next.

Continue playing tricks until all six cards have been played.

Count the number of special tricks you have won. Each special trick (High, Low, Jack and Game) is worth one point. If the bidding team made its bid then they get a number of points equal to the number of special tricks that they won. If they did not make their bid they lose a number of points equal to their bid. The non-bidding team receives a number of points equal to the number of special tricks that they won as well.

Pass the deal clockwise around the table and continue playing rounds until one team reaches 21 points and is declared the winners. A team can only win, however, after a hand for which they were the bidding team and they made their bid.


Five-Point Pitch Card Game Rules





Similar to card games like Spades or Euchre, Five-Point Pitch is a game in which players bid on the number of tricks they win during a hand. Unique to Five-Point Pitch, though, is that it is not enough to only win a trick, you also must win tricks that contain specific cards to fulfill your bid.

The Deal

Five-Point Pitch is played with four players and a standard deck of 52 playing cards. Players form two teams with teammates sitting opposite one another. Choose one player to act as the first dealer. He deals out six cards, three at a time, to the players starting with the player on his left. Place the leftover cards to the side.

The Bidding

Start with the player directly to the dealer's left. He can call out a bid of between two to five, or pass on the bid. The remaining players can either pass or call out a bid higher than the previous bid. For example, if the first player bids three, the next player must either pass or place a bid of four or five. If no bids have been made before the dealer, he must bid two. The dealer can also bid the same amount as the highest bidder and steal his bid. The highest bidder becomes the pitcher and it is up to his teammate and him to make good on the bid. The other team attempts to prevent this from happening. The pitcher calls the trump suit.

Points

Calling out a bid corresponds with one of four points that can be gained. Winning the High is done by winning the trick that contains the highest dealt trump card. Winning the Low is done by winning the trick with the lowest dealt trump card. The Jack is won by winning the trick that contains the Jack of the trump card, which may not be dealt in which case you cannot win this point. The Game point is won by achieving the highest total card value. Cards are valued as follows: Tens are worth 10 points, Jacks are worth one point, Queens are worth two points, Kings are three three points and Aces are four points. All cards below a 10 have no value. If you call out a bid of five, you must fulfill all four requirements and win all six tricks.

The First Trick

The pitcher plays the first card. He selects one of the cards from the trump suit and places it on the table. Each player in a clockwise rotation places a card of the same suit if they have one or a trump card onto the table. You can play a trump card even if you have a card of the same suit in your hand. If you do not have a trump or card of the same suit, you can play any card. The winner of the trick is the player who places the highest trump card or highest card of the leading suit if no trumps were played.

End of the Round

The winner of the trick starts the next trick with any card of his choice. Play continues until all six tricks have been played. At this point, each team counts up their card value total as well as any of the other trick points needed for a successful bid.

Gaining Points

The pitcher's team gains one point for each successful bid as long as they meet their minimum bid. For example, if the pitcher's bid was two, and the team won the High, Low and Jack, then they earn three points. If the pitcher's bid does not make their minimum bid, they lose the points equal to their bid, for example, bidding three and only gaining two points means you lose three points. The opposing team gains points for any of the four points achieved. The fifth point can only be gained on a bid of five points.

Winning

Gather all of the cards and hand them to the player to the left of the dealer who will become the new dealer for the round. Shuffle and deal the cards and play again. Continue the game until one team reaches 21 points during a round in which they are the pitcher. This means that if you reach 21 points but were not the pitching team, you do not win the game.


Rules for the Card Game Smear



Smear, also known as Schmier, is a four-person, trick-taking card game similar to the game Pitch. The object is to be the first team to reach 21 points. Several different variations of this game exist. These rules are for the original Minnesota Smear.


Trump Card Ranking

Cards are ranked in the following highest to lowest order: ace, king, queen, jack, jick, high joker, low joker, 10, nine, eight, seven, six, five, four, three, and two. A jick is the opposite jack of the same color as the trump suit. For example, if the trump suit is hearts then the jick is the jack of diamonds. The jokers are used as extra trump cards. If they are both played on the same trick, the first joker played beats the second.

Deal

The dealer rotates clockwise each hand. Dealing three cards at a time, the dealer gives each player a total of nine cards. The dealer also places four cards in the middle of the table. These four cards are called the “kitty.” The kitty is used during the bidding phase of the game. When a player has only non-scoring cards in his hand, a misdeal may be called. The current dealer shuffles and redeals the cards. Non-scoring cards are threes through nines of any suit including the trump.

Bidding Rules

The player to the left of the dealer begins with the first bid ranging from two to four points. Moving around the table clockwise, each subsequent player must bid a higher point number or pass. The highest bidder receives the kitty and selects the trump suit. After knowing which suit is the trump, all players discard non-trump cards until they hold six cards in their hands. No scoring trump cards may be discarded. If a player has more than six trump cards in her hand, non-scoring trump cards may be discarded. Each player starts the game with six cards in her hand.

Playing the Hand

The highest bidder starts the round. A non-trump card may lead on the first trick. Players must follow the same suit if possible. If the player does not have the suit led, then any card, including a trump may be played. The team playing the highest ranking card during that round takes the trick. All tricks taken must be placed face down on the table.

Round Points

Four points are awarded each hand. The “high point” is won by the team who played the trump suit ace. The “low point” is won by the team who plays the two of the trump suit. The “jack point” goes to the team who took the trick containing the jack of the trump suit. The “game point” is awarded to the team with the most card points in their taken tricks. Card points are awarded as follows: Ace is worth four points, king is three points, queen is two points, jack is one point, and a 10 is worth 10 points.

Scoring

At the end of each hand, the teams score the number of points they won on that round. There is no penalty for going over your bid. If the bid was not reached then the score would be negative the amount bid. For example, if the team bid five, but only took four points then their score would be a negative five for that round. If a team passes instead of bidding, they may still score the points won on that hand.

Shooting the Moon

Shooting the moon requires a player to first announce their intention to “shoot the moon.” Once announcedm the player must take every point listed in the scoring section. If any point is missed, the team loses the game. If successful and the team had a positive score prior to this hand, they have won the game. If successful and the team had a negative score, then their score is reset to zero.

Variations of Smear

The biggest difference between the various types of Smear is the awarding of round points. Jokers, jacks, and jicks are awarded a single round point during each hand. The awarding of these round points increases the amount available to bid and the opportunity for upset.



How to Play 6-Handed Double Deck Pinochle










Double deck Pinochle is a variation of the game that involves using twice as many cards. This form of Pinochle is usually played with six players instead of three or four. The object of the game, which is to take tricks and form melds, remains the same. A standard Pinochle deck consists of 48 cards made up of two sets of the nine, ten, Jack, Queen, King and Ace in all four suits. The Ace is the high card with ten coming next followed by the King, Queen and Jack. A slight modification is made to the deck for double deck Pinochle.

Prepare the decks. Combine two Pinochle decks and remove all the nines. Or you can mix four regular decks of 52 cards and remove all the numeric cards two through nine.

Form your teams. Each player will have a partner who will sit across from them for a total of three teams.

Deal the cards. The dealer will have the player on his right cut the cards then he will deal all of them moving clockwise. Each player gets 20 cards. Many Pinochle dealers will deal three cards at a time.

Hold the auction. The player to the left of the dealer will give the opening bid. In double-handed Pinochle, the minimum bid is 50. From 50-60, the bidding goes by increments of one and after 60 it goes by increments of five. Each player will bid on the number of points they think their hand will take. Each bid must be higher than the last and any player has a right to pass. Once he passes, he cannot bid again. The player with the highest bid wins the right to declare the trump suit. If no one bids, the bid is dropped on the dealer and she must make an automatic bid of 50.

Meld cards. The winning bidder will meld first. This is done by placing combinations of cards face up on the table. The types of melds are: arounds, marriages, flushes and pinochles. Arounds can be made with four face cards of different suits. There are two types of marriages; a trump marriage, which is the King and Queen of the trump suit and a regular marriage, which is the King and Queen of a non-trump suit. A flush is the Ace, Ten, King, Queen and Jack of the trump suit only. Pinochle is the Jack of diamonds and the Queen of spades. A double Pinochle is both the Jack of diamonds and Queen of spades. A triple Pinochle is three Pinochles. A quadruple Pinochle is four Pinochles.

Score the melds. When everyone has laid down her melds, count up the points and combine the scores of team members. Melds are scored as follows: Aces around: 10 points, a double aces around is 100 points, a triple aces around is 200 points and a quadruple aces around is 400 points. Kings around: 8 points, a double kings around is 80 points, a triple kings around is 160 points and a quadruple kings around is 320 points.Queens around: 6 points, a double queens around is 60 points, a triple queens around is 120 points and a quadruple queens around is 240 points. Jacks around: 4 points, a double jacks around is 40 points, a triple jacks around is 80 points and a quadruple jacks around is 160 points. Trump marriage: 40 points. Marriage: 20 points. Flush: 150 points. Pinochle: 40 points. Double Pinochle: 300 points. Triple Pinochle: 450 points.

Play for tricks. The winning bidder leads the first trick. Going clockwise, all players must follow suit unless they do not have any cards in that suit. If you do not have a card in the lead suit and you have a trump card, you must play the trump card. The highest card in the suit wins unless a trump card is played. If more than one trump card is played, the highest of the trump cards wins. Play until all the cards have been played. Remember that 10s beat everything except aces.

Score the tricks. Each player counts the points in the tricks they won. Aces, Tens and Kings are worth one point. The team who wins the last trick gets two extra points for that trick. Combine the scores of team mates and add it to the points in your melds. If you have made your collective bid, then your points are added to your score. If you have not made the bid and have been "set" then your meld and trick points are not counted and the amount of your bid is subtracted from your current score. For in-depth information about scoring, refer to the resources. The teams that did not win the bid still score their tricks.


How to Play the Card Game Buck Euchre




Buck Euchre is played much like Euchre. However, in this game, you’ll play alone instead of in teams of two. Each player is tasked with taking tricks--at least one per hand--unless a player has called trump. In this case, the trump player needs to take three. You’ll quickly notice that’s not enough tricks to go around. Someone’s going to get set. Everyone begins with 25 points and works down to zero as players take tricks during the game. The first person to reach zero wins.

Reduce the size of your playing deck from 52 to 24, leaving only those cards that are an A, K, Q, J, 10, and 9. All other cards are set aside and not used during the course of Buck Euchre.

Determine the order of play by dealing out the cards until one person is dealt a Jack. This player will act as the first dealer. Subsequent deals move around the table to the left in a clockwise direction.

Deal out the deck until each player has a total of five cards in his or her hand. Typically, a deal in Buck Euchre consists of dealing out sets of cards in increments of two or three.

Turn over the top card of the remaining deck. This card will indicate the possible trump suit for this hand of Buck Euchre. When a club is revealed, this automatically becomes trump. Play of the hand begins immediately, and each player is tasked with getting at least one trick out of the five available. For all other suits, continue to the next step.

Bid your hand by either electing to pass or telling the dealer to pick up the card. Telling the dealer to pick up the card makes trump the suit displayed on that card. You are now tasked with taking at least three of the five tricks available. Subsequent players will now have the option to either stay in or withdraw from the hand. Staying in means you must take at least one of the five tricks available. If no one elects to have the dealer pick up the card (including the dealer himself), the top card is turned over and play continues as described in the following step.

Call trump--starting with the person to the left of the dealer--when no one opts to have the dealer pick up the revealed card. When a player calls trump, he must still take at least three of the five tricks available.

Play a card from your hand. You must always follow suit unless you have none in your hand. In this case, you may either throw off or trump. The highest suited card wins the trick, with the exception of trumped tricks. For these tricks, highest trump card takes it.

Subtract 1 point for each trick you take during the hand. You’ll begin with 25 points at the start of the game and work down from there. If you called trump and were unable to get three tricks, you’ll add 5 points to your score. If you stayed in and were unable to take a single trick, you’ll also add 5 points to your score.

Win the game of Buck Euchre by being the first person to bring your score down to zero.


Setback Card Game Rules



Bidding and trick-taking are key components of the card game Setback. Players get six-card hands and try to be the first to score 11 points. Setback has similarities to other contract bidding games, such as Euchre and Pinochle.

Preparing to Play

Setback is best played by two and six players, though seven- or eight-player games are possible. Each player is dealt six cards, then a round of bidding is held.

Points in Play

Four points are possible in each hand. Taking a trick with the lowest trump card in play is worth one, as is taking a trick with the highest trump card. Winning a trick with the jack of trumps in it also is worth a point.

The player who takes tricks totaling the most points also gets a point. Each 10 is worth 10 points, aces are worth four, kings are three, queens are two and jacks are worth one. These point values are used only for determining who wins the one point for the hand.

Bidding

Starting with the player to the left of the dealer and proceeding clockwise, players get one chance to bid on how many points they think they can win in a hand. The player who makes the highest bid names trump. Bids are not required. A player may pass or bid as many as four points. If nobody bids, the dealer must bid one point.

Playing The Hand

The high bidder leads the first card, which must be a trump. Only when a trump is played are others required to follow suit if they can. A player without a trump can throw any card when a trump is led. The trick is won by the highest trump if any have been played. Otherwise it is won by the highest card in the suit that was led.

Scoring

Points are awarded as described above. If the player who won the bid doesn't make her bid number, she deducts her bid from her previous score. If she makes or exceeds her bid, she adds the points she made to her score. All other players also add their points to their scores.

Deal passes to the left for each hand. The game continues until one player wins by scoring 11 or more points.


Pinochle Card Game Instructions




Pinochle is a card game similar to Euchre or Hearts since the object is to accumulate “tricks” to record points. Pinochle is played with 48 cards: two Aces, Kings, Queens, Jacks, 10s and Nines from each suit. Ideally, Pinochle should be played with four players forming two partnerships. The partners sit across from each other during a game.

Dealing

Select a card from the deck. Pass the deck the next player, who selects a card. Continue until each player has taken a card; the player with the highest card deals first.

Deal each player 12 cards. The dealer can give each player one to three cards at a time as he goes around the table.

Organize the cards in your hand by suit and rank to easily identify potential points in your hand.

Bidding

Start the bidding with the player directly to the left of the dealer. Bidding begins at 10.

Raise or pass on your turn. If you raise, you can only raise the bid by one. Each player has a chance to either pass or bid. Bidding ends once every player except one has passed.

Prepare the cards you want to "pass" to your partner.

Passing

Select four cards from your hand (if you are the bid winner) and pass them face down to your partner.

Organize your newly acquired cards (if you are the bid winner's partner). The pass usually contains either a Trump card if available or an Ace.

Select four cards from your hand and pass them face down to your partner. Passing is only done by the bid winning team and not the opponents.

The Meld

Place your cards face up on the table. All players must do this.

Count your melds, starting with the bid winner and moving clockwise around the table.

Tally your points. A run of Ace through Jack of the Trump suit is worth 15 points. A double run, two of each of the Run cards, is worth 150. If a player has the Jack of Diamonds and the Queen of Spades, he gets 30 points for having a Pinochle. Aces Around (four aces in a hand), King Around (four Kings), Queen Around and Jack Around are awarded 10, eight, six and four points respectively. A marriage, one King and one Queen, is two points.

Game Play

Lead with a card from your hand (if you are the bid winner). The player to the left follows.

Place a higher card on top of the previous player, if you can. To win the trick a player must place a higher card from the same suit.

Play a Trump card if you cannot follow suit. The player with the highest card wins the trick.

Counting

Count any counters (the Ace, Ten or King). Counters can be worth as much as 24 points and the team that took the last trick can get one extra point.

Score points for the bid winner's team. If the number of counters is equal to or greater than their original bid, the score is added without punishment. If it less subtract that score from the total.

Tally the counters of the opposing team. Play until one team has 250 points.


Tarbish Card Game Rules



Tarbish is a card game popular in Cape Breton, Nova Scotia, Canada. The game involves taking tricks or hands in order to reach a score of 500 points. The exact origins of the game are unknown, but similar games exist in Europe and the Middle East. Tarbish is also known as Tarabish or Bish.

Before The Game

Usually, four players divide into two teams of two. Teammates sit opposite each other at the table. Tarbish uses a single deck of cards, with two through five of each suit removed. One player from each side cuts the deck. The player with the higher card becomes the dealer. The next dealer is the player on the dealer's left.

The Deal

After shuffling the deck, the player to the right of the dealer cuts the deck. The dealer gives each player nine cards, three cards at a time. Dealing proceeds clockwise. The players look at the first six cards, but the last three must remain face down until the trump suit is determined. The player on the dealer's left may choose trump or pass. If the player passes, the player to his left has the same choice. Traditionally, if the other three players refuse to name a trump suit, the dealer must determine trump.

The First Trick

After the trump suit is established, the player on the dealer's left places a card on the table. Play continues clockwise, with each player laying a card on the table. Players must follow the suit of the first card if possible. If a player plays a card from the trump suit, the next player must follow suit and use a higher value card if possible. After all four cards are placed on the table, the player with the highest value card wins the trick. Trump cards always beat non-trump cards. The winning player takes the four cards and places them face down off to the side. At the end of the round, all points from all tricks are added and awarded to each team. The tricks continue until one team reaches 500 points.

Scoring

After each round, players add up and receive points for each trick won. Teammates scores are added together to create the team score. The lowest possible total of point for a round is 162; the highest is 282. The team that named the trump suit has to achieve a score of 82 points for the round or else they forfeit their score to the opposition. Teams play as many rounds as necessary for one side to reach 500 points. Trump cards receive the following score values: a jack is worth 20 points, a nine is worth 14 points, an ace is worth 11 points, a 10 is worth 10 points, a king is worth four points and a queen is worth three points. Eight, seven and six are each worth zero points. Non-trump cards receive the following score values: an ace is worth 11 points, a ten is worth 10 points, a king is worth four points, a queen is worth three points, a jack is worth two points. Eight, seven and six are each worth zero points.

Runs

A combination of three or four cards of one suit equals a run. Three card runs are worth 20 points and four card runs are worth 50 points. A player holding a run has to announce it and the point value before the first card of the trick is played. A player who doesn't announce a run loses the points for the run. Only one player can receive points for a run per round. Four-card runs beat three-card runs and trump runs beat non-trump runs.


How to Play Euchre Card Games




Euchre is a popular card game of tricks and trump--so popular that many variations have developed. The most popular version is a four player game, in partners, but it can also be played with 2 to 7 players. Once you learn the basics of four-handed euchre, the variations are easy to learn.

Make a deck of 24 playing cards by removing the cards numbered two through eight in a standard deck.

Shuffle the deck and deal five cards to each player, first in groups of three, and then groups of two. Place the remaining cards on the table, and turn the top one over.

Arrange your cards in order. Cards are ranked in order from highest to lowest, except for trump: ace, king, queen, (jack), ten and nine. The jacks rank higher in the trump suit: Bower (jack of trump suit), left bower (the jack of the same color as trump suit), then ace, king, queen, ten and nine. The left bower counts as trump--so if clubs is trump, then the jack of spades is considered to be a club, not a spade, for the hand.

Start with the person to the left of the dealer. Each player may pass or accept the turned-up card as trump. If a player accepts trump, then the dealer puts the card in his hand and discards another. If no one accepts the card as trump, then the dealer turns the card over, and each player in turn can choose another suit to be trump.

Begin play. The player to the left of the dealer plays a card--trump or otherwise. Each player in turn lays down a card of the same suit if he has it, or any other card. The object of the hand is to take at least three of the possible five tricks by playing the highest ranked card. The winner of the trick leads the next round.

Score a point for each hand your team wins at least three tricks. Score two points if your team won all five tricks. If your team called trump and did not win at least three tricks, the other team “euchres” you and scores two points. The winner is the first team to score 10 points.


How to Play Bid Euchre




In bid euchre, two teams of two compete against each other to take the tricks and points they claim in each round. It provides an exciting alternative to traditional euchre play.

Use a traditional 24-card euchre deck (9s thru Aces) and deal out six cards to each player. There is no kitty in bid euchre. The entire deck is dealt out to players.

Bid on how many tricks you believe you can take and what suit would be trump. For example, if you believe you could take 3 tricks in spades, bid "3 spades". Bidding begins with the first person to the left of the dealer. Players can either bid or pass. Once the first bid is made, each player's bid must be at least one higher than the last. If all players pass, the hand is forfeited and the deal moves to the next player in line.

Begin play with the highest bidder leading the first card. As in classic euchre, all players must follow suit with the lead card unless they do not have that suit in their hand. The trick goes to the team whose player threw the highest card. Play continues this way through all six tricks with the trick-taking player leading the next round.

Score the hand. Count the tricks each team has taken. If the bidding team secured the number of tricks they bid (or more), then each team gets one point for each trick. If the bidding team did not get enough tricks, then they have been "set" and lose points equivalent to the number of tricks they bid. The winning team still gets one point for each trick they took.

Win the game by getting the predetermined number of points necessary. You can play to any number of points, though typically, a bid euchre game is played to 50 points.


Rules for the Card Game Chicago Rummy




Chicago Rummy is a variation of Rummy in which players compete to be the last player remaining in the game. Players attempt to collect combinations of cards in their hands to avoid having a high score of non-scoring cards. Similar to the game of Hearts, players attempt to have the lowest score.

Players and Cards

Shuffle two standard decks of playing cards together to form the deck. Remove jokers. Two to eight players can play Chicago Rummy. Deal seven cards face down to each player to start the game. Place remaining cards face down in the center of the table to form the draw deck. Face the top card next to the draw deck to start the discard deck.

Point Values

Each of the cards in Chicago Rummy has a point value. Face cards are worth 10 points each. Remaining cards are worth face value with the ace worth one point. Twos are wild so a player can use the card in any suit she wishes.

Making Melds

Melds are collections of three or more cards in certain combinations. Melds consist of three or more cards of the same rank or three cards in the same suit in numerical order. In Chicago Rummy, melds are not played on the table during the game. Players keep the melds in their hands.

Collecting Cards

A player has two options for picking a card on his turn. He can take the top card from the top of the draw deck or take the top card of the discard deck. The player must then either discard a card or "knock."

Knocking

When a player "knocks," she ends the hand though all of her cards are not in melds. To be able to knock, the maximum number of points for unmelded cards is based on a player's score at the beginning of a round. A player with a score of 91 or lower may knock with as many unmelded points as nine in her hand. With a score of 92 he must have 8 or fewer unmelded points. The number of unmelded points allowed for knocking reduces by one for each score above 92 until the player reaches 100. A player can not knock if she begins the round with 100 points; she must get "rummy" to end the hand.

Rummy and Wild Cards

A player can end a round by going "rummy," which means every card in his hand at the start of his turn is part of a meld. To do this, he reveals his hand to everyone. If a player melds seven twos in a hand, he wins the game immediately.

Scoring

After a player "knocks," all players reveal their hands. Each player adds the point value of any unmelded cards to her score. If the player who knocked does not have the lowest score for unmelded cards, a 15-point penalty is added to her score. If a player goes "rummy," the same scoring rules are used, but there are no penalties when a player does not "knock."

Winning The Game

The object of Chicago Rummy is to be the last player remaining in the game. When a player's score reaches or exceeds 100 points, he is eliminated from the game.


Knock Card Game Rules




Knock, or knock rummy, is a type of rummy where players try to assemble their cards in groups, trying for the fewest number of groups, or "melds," possible. It differs from other rummy games in that no one reveals their melds until one person dares everyone to reveal theirs together.

Deal

The number of cards dealt to each player depends on the number playing. Ten cards are dealt to two players, seven to three or four players, and six cards to five players. The top card from the remaining deck is placed face up for the discard pile with the deck placed next to it.

Card Values

The aces count for one point and the face cards count 10. All other cards are worth their face value.

Turns

Each player on his turn draws a card from the deck or discard pile and then discards one card from his hand. Players play their turns in a clockwise direction, with the next turn going to the player on the left.

Knock

A player can "knock" at any time, lay down his hand and count the number of matching cards, or melds, in his hand. The other players must then lay down their cards and count their melds.

Scoring

The player with the fewest melds gets points equal to the difference of his opponents' number, plus 25 points if he discards the whole hand. Ties never go to the knocker, and if the knocker isn't the winner, he loses 10 points plus the difference between his hand and the winner.


Five Player Pinochle Rules



A "trick-taking" card game designed for play with up to five players (in two teams) and an 80-card deck, Pinochle lets players score points by "trick-taking," or stacking cards into a pile during a "play phase" where the player with the highest-ranked suit takes the pile of cards. Pinochle players also score points by building "melds," or sets of cards matching by suit. Five-player Pinochle adjusts the usual set of Pinochle rules by allowing two decks and a different "card hierarchy" in game play.

Pinochle Setup

A five-player Pinochle deck contains around 80 cards, consisting of four copies of the numbered (minus nine) and face value cards. Pinochle's card hierarchy is ace, 10, king, queen and jack. One player deals the entire deck to all players in sets of three, leaving five random cards face-down in the middle of the playing table. The highest bidder gets these cards, or "the widow," if he or she wins the current bid. After the cards are dealt, each player may "bid," or state the number of points they wish to score during game play. Opening bids should reach a minimum of 40 and a maximum of 60.

Playing The Game

The highest bidder names the "trump," or dominant suit after bidding. He or she may choose the "trump suit" from a suit with the most cards in their hand. After choosing the trump suit, the person to the bidder's left becomes their teammate, if they hold the ace or next lower ranked card of that suit; the other players become the opposite team. The bidder takes the remaining five cards (the widow) and places them into their hand. Each player puts their "melds," or card combinations, on the playing table to count and score each set.

Creating Melds

A meld combines a single group of a player's cards in hand. Before the start of a play, each player reveals their "melds" to the other players. A group of melds score according to the number of copies of a card in hand: single (one card); double (two cards); triple (three cards); quadruple (four cards). Melds come in four types: "runs," "marriages," "pinochles" and "arounds." Runs contain a combination of aces, 10s, kings and queens in a trump, or higher ranked, suit. Marriages combine kings and queens; a royal marriage combines a king and queen in a trump suit. Pinochles contain a combination of the jack of diamonds and queen of spades. Arounds contain a straight combination of any ace, king, queen and jack in each suit.

Scoring Points

After each player gathers their melds, they may count their points. The melds of runs, marriages, pinochles and arounds each give a varying amount of points to each player. Marriages give two points, while royal marriages give four. Pinochles and jack arounds award four points each; queen arounds give six points, king arounds eight points and ace arounds 10 points. Roundhouses, or a set of an ace, king, queen and jack in each suit, award 28 points. Runs, in the trump suit, give 15 points.

Continuing The Game

The highest bidder discards five cards after scoring the melds. He or she leads the first trick, or cards from each player played during the round. Each player may play a card with the same suit as the first played card or the trump suit; if a player doesn't have a matching suit, he may use any card. The player with the highest-ranked card takes the current trick. If more than one player plays a trump suit, the player with the highest rank beats the others. The current round continues until each player uses up their cards. After the round ends, each player totals every counter, the ace, king and 10 in hand from the last round; the last trick won from any team gets awarded two points.

Determining Bids

Each player adds counter, meld and trick points to determine their total score; the points won by each team member count as their entire score. The team who doesn't fulfill their bid must subtract their bid from their overall score; players who didn't bid keep their points. Bidding players can "forfeit" their bid, before beginning a play, by calling a trump and discarding their hand. These players won't score anything from their melds and tricks, and other players will collect their points. The game continues until one player has at least 240 points.


Rules for the Brisk Card Game


Learning how to play brisk (briscola) is quite easy. It's fun for all ages.

Card Values

Brisk (briscola) is a trick-taking Mediterranean card game played with two to six players. It is played with the standard Italian deck of cards. The deck consists of 40 cards. It is very important to keep track of what the cards are worth because each card has a different value, and if you don't remember the values, you will be giving away points like there is no tomorrow! The most important are: La Donna = 2 points Il Cavallo = 3 points Il Re = 4 points Threes = 10 points Aces = 11 points (most valued card) Other cards = Pointless


Rules

The rules for a two-player game is quite simple. First you shuffle the deck and deal each player nine cards. Take the next card and place it face up in the middle of the table or the playing surface, and place the remainder of the deck face down. The face-up card becomes the "brisk" (briscola) and represents the trump suit for the remainder of the game.

Play

The first person to play is the person to the right of the dealer. She places one of her cards face up on the playing surface. The next player then plays one of his cards. The person with the highest card takes the set and then takes a card from the top of the deck. Then the person who lost takes a card from the top of the deck. The winner of the last hand plays another card from her hand again. The game continues like this until all the cards have been played.

Three Big Rules

There are three big rules to the game of brisk: 1. High card wins (if both players play the same suit, the higher card wins). 2. Try to follow suit, although players are not required to follow suit, which is unlike any other trump card game. If you don't have any cards of that suit, you can throw down any other card. If you do not have a higher card of that suit or brisk card to beat that card, then the set goes to the player who played that the original suit. 3. Brisk always wins!

Determine the Winner

At the end of the game, players count their points. There is a total of 120 points to be had, and at the end of the game whomever has the most points wins.














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