Of Card Game - The Metzkers
Our
Official Book
Of
Card Game
Rules
2010
Index of Games
Contents
10 dime Rummy............................................................................................................................................................... 3
10 Phases (Rummy).......................................................................................................................................................... 4
Thirty One (Matching Game)............................................................................................................................................ 5
500 Rummy ..................................................................................................................................................................... 6
Arizona Rummy ............................................................................................................................................................... 7
Bid Whist ......................................................................................................................................................................... 8
Canadian Salad (Whist) .................................................................................................................................................... 9
Chase the Ace (Easy betting game)..................................................................................................................................10
Court Whist ....................................................................................................................................................................11
Court Whist score card....................................................................................................................................................12
Desert Rummy ................................................................................................................................................................13
Euchre ............................................................................................................................................................................14
Golf (Easy matching game)..............................................................................................................................................15
Hand and Foot Canasta ...................................................................................................................................................16
Hand and Foot Canasta (game play)................................................................................................................................17
Horseshit Rummy ...........................................................................................................................................................18
Norwegian Whist ............................................................................................................................................................19
Oh Hell! (Trick taking game)............................................................................................................................................20
Push (Sets and Runs game) .............................................................................................................................................21
Spades (Trick taking game)..............................................................................................................................................22
Table top Cribbage..........................................................................................................................................................23
Whist with 10s ................................................................................................................................................................24
*Hearts (Trick taking game) ............................................................................................................................................25
*Gops (Game of Pure Strategy).......................................................................................................................................26
*President (Very fun game).............................................................................................................................................27
*92Q (Trick taking game) ................................................................................................................................................28
*3-13 Speed (Rummy).....................................................................................................................................................29
Saskatchewan Rummy ....................................................................................................................................................30
Sticks (Sets and runs game).............................................................................................................................................31
10,000 (Dice game) .........................................................................................................................................................32
5 in a Row (Board game with cards) ................................................................................................................................33
Chicken Foot (Dominoes) ................................................................................................................................................34
Jokers Wild (Board game with cards and marbles)...........................................................................................................35
Mexican Train (Dominoes) ..............................................................................................................................................36
*Guts (Poker)..................................................................................................................................................................37
*Texas Hold’em (Poker) ..................................................................................................................................................38
*Scorch (Poker)...............................................................................................................................................................39
About the Book...............................................................................................................................................................40
Games marked with * are new to this book for 2010. Please advise us if you find errors in their rules.
Page | 2
10 dime Rummy
Players and Cards
o 3-4 decks of cards, including jokers
o Any number of people can play
o 12 cards are dealt to each player and one card is turned up by the stock pile
Object of the Game
o Highest score wins the pot.
Game Play
o Jokers and 2’s are wild
o When dealing you pick up the amount of cards you are going to deal and if you are correct with
or without the turn up card you get an extra 100 points.
o Each player begins the game with ten dimes.
o Play begins with the player to the left of the dealer.
o Player draws one card at the beginning of each round from the top of the stock pile and
discards at the end of each turn
o If you want the discard (buy) you throw a dime in the pot and get the discard and two more
cards from the stock pile. If you want another card throw another dime in the pot and take the
next discard and two more cards from the pile. You can continue buying cards until you are
satisfied or out of dimes.
o When you play down your meld you may go out the same round if everybody has had at least
one play.
o Runs are not permitted
o You may go out with or without a discard.
o You may play on the other players cards. You play in front of yourself so that you can include
these points in your count.
o You cannot steal wild cards from melded cards
o Count all points played out in front of you less any cards still in your hand.
o
You have to have at least equal amounts of tame cards to wild cards.
Scoring
Jokers 2s
-
50 points
20 points
Aces
K-10
9-3
-
15 points
10 points
5 points
1st
3rd
5th
7th
1 set of 3
1 set of 4
1 set of 5
1 set of 6
Hands
-
2nd
4th
6th
8th
2 sets of 3
2 sets of 4
1 set of 5
2 sets of 6
Page | 3
10 Phases (Rummy)
Players and Cards
o For every 2 players you will need: 2 decks + 4 jokers; so for 4 players you need: 4 decks + 8
jokers
o Any number of people can play
o 10 cards are dealt to each player, and flip one card face up
Object of the Game - To complete each phase.
1. 1 Set of 3 + 1 Run of 3
2. 1 Set of 3 + 1 Run of 4
3. 2 Sets of 3
4. Run of 6
5. Run of 7
6. Run of 8
7. 8 Cards of one Color (Red or Black)
8. 2 Four Card Flushes (Example is 4,5,6,9 Hearts & 2,6,10,J Spades)
9. 5 Cards of 1 Suit + 3 of Another
10. 5 Cards of 1 Suit + 4 of Another
Game Play
o A "set" is a collection of cards of the same rank; suits are irrelevant.
o A "run" is a set of cards of consecutive ranks. Ace is always low, and in this game, runs can be
of mixed suits.
o Everybody starts out on the first phase.
o On your turn you can either draw one card from the top of the deck or take the card on the top
of the discard pile. At the end of your turn you discard.
o Jokers count as wilds and can be any suit, color, or number. Once you have all the cards
necessary to complete a phase you may set them down.
o Once you are "down" you can play your remaining cards onto yours or other player's "down
cards". Remember: The phases are the minimal requirements to go down. On 8 cards of one
color you may have all 10 of one color.
o Once you go down you can at any time "go out" by getting rid of all the cards in your hand. This
may be done with a discard or by playing all of your cards on other players. Everybody who
went down that round moves on to the next phase, while anyone who did not go down stays on
the same phase. All the cards remaining in player's hands are accumulated to their point totals
(you do not want points).
A thru 9 are 5 Points
10,J,Q,K are 10 Points
Jokers are 25 Points
The game is over when one player successfully goes down on the last phase, and they are declared the
winner. BUT if two people both go down on the 10th phase, their score comes into play. The person
with the lowest score wins.
Page | 4
Thirty One (Matching Game)
Players and Cards
o 1 decks of cards, not including jokers
o Any number of people can play
o 3 cards dealt to each player, turn one face up at the stock pile
Object of the Game
o To be the closest to 31. Last player standing wins the pot.
Game Play
o Each player starts with 3 quarters and also ante’s in a quarter
o Whoever has the lowest total loses a life.
o If several players tie for lowest they all lose a life.
o You have one round on your face
o Players out of the game can be accidently dealt back into the game
o The dealer deals 3 cards face down to each player
o At your turn you may draw a card from the stock pile or the discard pile.
o If you have 31 you set your cards down and no one gets another turn.
o If you think you are high you knock and everyone else gets one more turn. If you are lowest
you pay double.
o Three of the same cards is worth 30 ½. Otherwise only cards of the same suit are counted.
o
Aces can be 11 or 1.
Page | 5
500 Rummy
Players and Cards
o 1 deck of cards
o 4 players play in partners
o Each player is dealt 12 cards, with 4 to the kitty
Object of the Game
o Each partnership attempts to win the bid and then to take enough tricks to avoid being "set". If
they do not take the number of tricks as declared by their bid, they then must subtract the
score value amount relating to the bid, from their total score or "go in the hole" if there is no
score at that point.
o First team to 500 wins, or the first team to minus 150 loses
Game Play
o Bidding begins with the player to the left of the dealer. Each player has a chance to bid, in turn,
either passing or making a bid higher than any preceding bid. The bidding may be repetitious
and continues in a clock-wise direction until three players "pass", leaving the bid to the last
highest bidder. Once a player passes, they may not bid again for that hand. If all the players
pass, the dealer must take the bid. Minimum bid is 60.
o A no trump bid is higher than a regular bid (Eg.70 no trump is worth more than 70) and is worth
an extra 50 points.
o The highest bidder picks up the four cards from the "kitty" and discards four cards face down,
out of play. He then starts the play by leading out with a card. You may not discard any counter
cards.
o A player must follow the suit led
o If the bidder team is "set", (fails to make the bid), the value of the bid is deducted from its total
score. Thus a team could possibly have a minus score.
o
o
You must bid out to win at 500.
Scoring
Aces are 10 points
10’s are 10 points
5’s are 5 points
Q is 25 points
Total is 125 points
Page | 6
Arizona Rummy
Players and Cards
o 3-4 decks of cards, including jokers
o Any number of people can play
Object of the Game
o Highest score wins
o 11 rounds played, 3s to Kings
Game Play
o 1st round deal 3 cards and 3s are wild, continue dealing all the way up to Kings in this fashion.
o Kings are 13 cards, Queens are 12 cards, Jacks are 11 cards, etc.
o Runs and sets are permitted
o Discard in front of you (not in one communal pile)
o You can pick from the centre pile or any players pile
o You must have a discard to go out
o You may go out in the first round
o Once you go out you place your discard face down on the pile and give each player one card
face down. Each player now has an opportunity to play as many cards as they can in front of
them.
o You may only play on your own cards.
o You count back any cards remaining in your hand and count forward cards on the table
o You must have at least one natural card in each grouping.
o Aces are high or low
Scoring
Jokers
Wilds
K-10
9-2
Ace
25 points
25 points
10 points
Face value
1 point
Page | 7
Bid Whist
Players and Cards
o 1 deck of cards, not including jokers
o 4 people can play as individual players or teams
o 12 cards dealt to each player, with 4 cards face down for the kitty
Object of the Game
o First player/team to 13 wins
Game Play
1 - Pass hand - take as few tricks as possible – you count opposition’s tricks
2 - High hand - take as many tricks as possible – after 6 tricks, 1 point for each trick
3 - Solo low - no trick can be taken, partner to bidder does not play – counts as 5 tricks up or down
4 - Solo high - first 7 tricks, partner does not play – after 6 tricks, 1 point for each trick plus bonus 5
Repeat as many times as needed.
Highest bidder calls trump
o High bidder picks up 4 cards from kitty and throws 4 away
o High bidder starts. You must follow suit if possible.
o Counting starts after 6 tricks
Page | 8
Canadian Salad (Whist)
Players and Cards
o 3 players: one deck, remove 1 set of all clubs = 13 cards each
o 4 players: one complete deck
o 5 players: one deck, remove 2 of clubs & 2 of diamonds = 10 cards each
o 6 players: two decks remove 1 set of all clubs & 1 set of all diamonds = 13 cards each
o 7 players: two decks, remove 1 set of all clubs = 13 cards each
o 8 players: two complete decks
Object of the Game
o Low score wins.
o You do not want tricks.
o Whoever takes the tricks counts the card value below.
Game Play
o NO TRUMPS at all
o You MUST follow suit lead if possible.
o On multiple deck games, when two identical winning cards fall, the last one thrown wins trick.
o If someone manages to catch all cards of interest on a round, they score zero but everyone else
scores 100 points. - i.e. All Aces on round 7, or All hearts on round 4, etc. This does NOT apply
to single events such as LAST TRICK and single deck KING OF SPADES scoring.
Round 1
Red cards
5 points each
Round 2
Even cards
5 points each
Round 3
Each trick
10 points each
Round 4
Each heart
10 points each
Round 5
Each face card
10 points each
Round 6
Each seven
30 points each
Round 7
Each Ace
30 points each
Round 8
Each Queen
30 points each
Round 9
Each one eyed face card
40 points each
Round 10
Each king of spades
75 points each
Round 11
Last trick
75 points each
2,4,6,8,10,Q
Jack , Jack , King
Page | 9
Chase the Ace (Easy betting game)
Players and Cards
o 1 decks of cards, not including jokers
o Any number of people can play
o 1 card is dealt to each player, you may look at your own card
Object of the Game
o The object is not to be left holding the lowest card.
o Suits are irrelevant and the cards rank K (high) and aces are low.
Game Play
o Each player starts with 3 quarters and also ante’s in a quarter
o Each player has one turn, beginning with the player to dealer's left and ending with the dealer
o At your turn you may either keep your card or try to exchange it with your left hand neighbour,
in the hope of getting a better card.
o Your neighbour must accept the exchange unless she has a king, in which case she exposes the
king and you keep your card.
o The dealer (whose turn comes last) can try to exchange with a card cut from the undealt stock,
but if the card obtained is a king, the dealer must keep her original card.
o After everyone has had a turn, everyone exposes their card and whoever has the lowest card
loses a life and pays one quarter.
o If several players tie for lowest they all lose a life and pay one quarter.
o Players who have lost all their lives are out of the game, and the last person left in wins.
o Players out of the game cannot be accidentally dealt back into the game
Page | 10
Court Whist
Players and Cards
o 1decks of cards per table, not including jokers
o 4 players per table
o All card are dealt out
Object of the Game
o High score wins
Game Play
o Each group of 4 people plays one set of 4 hands as seen on the score sheet.
o After each set of 4 hands, the winners move to a new table, men move counter-clockwise and
ladies move clockwise.
o One of the losers moves either left or right one chair as the winners are changing tables, so
there are new partners all around.
o Deal all cards. Person to the left of the dealer plays the first card.
o Trump is decided as instructed on the score sheet. Players must follow suit if possible.
o Points are counted up after each hand by partners and recorded on the score sheets.
o Each player needs a copy of the score sheet.
o Players cut for deal. The player with the highest card is the dealer.
o Partners are selected by lot, two ladies and two gentlemen never being partners.
o Deal - The cards are shuffled by the Winning Lady from the previous game. Then cut by the
Losing Lady, and then dealt by the Winning Gent.
o Conspiracy – the last card dealt is shown to all players to declare trump and then the dealer
puts it in their hand.
ACES HIGH AT ALL TIMES - INCLUDING CUTS.
SIT OUTS WILL TAKE A SCORE OF 8 AT EACH HAND
Score sheet is on the next page
Page | 11
Court Whist score card
Name ___________________________
Game 1 - Coronation - partners
Total tricks taken
Score
Score
Game 4 - Chivalry - partners
2 extra for each trick taken by lady
Score
Trump
Trump
Trump
Trump
Total – possible 13 to 39
Last card is turned up for trump
Last card is turned up for trump
Last card is turned up for trump
Last card is turned up for trump
Total – possible 13
Game 5 - Revolution -partners
Score
trump
trump
trump
trump
Total – possible 26
Trump declared by owner of King
Trump declared by owner of King
Trump declared by owner of King
Trump declared by owner of King
Total – possible 13
Game 3 - Conspiracy - no partners
Each player scores own tricks only
Game 2 - Prosperity - partners
Each trick counts double
Score
Each side scores opponents tricks
No trump
No trump
No trump
No trump
Total – possible 13
Game 6 - Confiscation - partners
Each player speaking after cards
dealt forfeits 3 points which are
deducted from speakers total
Score
trump
trump
trump
trump
Total – possible 13
Game 7 - Restoration - partners
Score
Count the 4 honors (AKQJ) in addition to
the tricks
Game 1 total
Trump
Trump
Trump
Trump
Total – possible 25
Game 3 total
Game 4 total
Game 5 total
Game 6 total
Game 7 total
Grand total
Game 2 total
Page | 12
Desert Rummy
Players and Cards
o 2 decks of cards for 4 people including Jokers
o 3-4 decks for 6 or more people
o Any number of people can play
o Deal 11 cards to each player
Object of the Game
o High score wins
o Any cards played on the table count as a positive score and any cards held in your hand are
counted against you.
Game Play
o There are 11 hands
o 1st hand
2 sets of 3
nd
o 2 hand
2 runs of 3
rd
o 3 hand
1 run of 4 and 1 set of 3
th
o 4 hand
2 sets of 4
th
o 5 hand
1 run of 5 and 1 set of 3
th
o 6 hand
3 sets of 3
th
o 7 hand
1 run of 7
th
o 8 hand
2 runs of 4 in same suit
th
o 9 hand
1 run of 6 and 1 set of 3
th
o 10 hand
2 sets of 5
th
o 11 hand
1 run of 9
Jokers, black jacks and twos are wild. You must have at least an equal amount of tame cards to wilds.
Discard in centre pile
Ace can count as high or low
You can only lay down your required meld in your first lay down.
You can only add additional cards onto your own cards (not the other players)
If you don’t make your meld you have to replay that hand in the next round.
If you have in your hand the natural card that is represented by some wild card on the table in a run
only (not from a set), you can substitute the natural card from your hand for the wild card, and then
use the wild card as part of a set/run you are making. Note that the wild card you replace must be used
immediately and can not be put in your hand. This can only be done after you have melded.
Play continues each round until one of the players goes out. You MUST have a discard to go out.
Scoring
Jokers
Black jacks & 2s
Ace
K-8
7-3
50 pts
25 pts
20 pts
10 pts
5 pts
Page | 13
Euchre
Players and Cards
o 1 decks of cards, remove all but Ace-9
o 4 people can play, opposites are partners
o 5 cards are dealt to each player and one card is turned face up on the kitty to indicate trump
Object of the Game
o First team to 10 wins the game
o Scoring is counted using two fives, uncovering spots as points are earned
Game Play
o Dealer always allows player to the left to cut the cards, cards are dealt by two or more at a time
o Bowers are the Jack of the trump suit (the 'right' bower) and the Jack of the suit that is the
same color as the trump suit (the 'left' bower). These two cards are the highest and second
highest cards
o Beginning with the player on the dealer's left, each player gets a chance to accept or decline
that suit as trump. To accept the proposed suit, a player tells the dealer to pick up the face-up
card. The dealer then adds that card to his hand and discards one card face down on top of the
kitty. If the partner of the dealer wants this trump they must go alone
o To decline the proposed suit, a player just passes. If the dealer declines the suit, the card is
turned over. If every player declines the proposed trump, then each player gets a chance to call
any suit except the declined one as trump, beginning with the player to the dealer's left. As
soon as any player calls trump, play begins. If everybody passes a second time, then everybody
throws their cards in and the deal passes to the left.
o The player to the left of the dealer leads, you must follow suit if you can
o No Ace-No Face - If a player is dealt a hand with only 9s and 10s everybody's hands are thrown
in and the deal passes to the left.
o Going alone - Just order up the proposed trump or call a suit, as usual, then announce you are
going alone. If the person who would have lead the hand is sitting out, the next player in the
rotation leads, otherwise the hand is played as normal, minus one person. If you take all five
tricks, you get double points! Otherwise it is all the normal amount of points.
Scoring
Bidding Team takes less than 3 tricks – Euchre! – other team gets 2 points
Bidding Team takes 3 - 4 tricks – bidding team gets 1 point
Bidding Team gets 5 tricks – bidding team gets 2 points
Bidding team gets 5 tricks (going alone) – bidding team gets 4 points
Page | 14
Golf (Easy matching game)
Players and Cards
o 3-4 decks of cards, including jokers
o Any number of people can play
o Deal 8 cards to each player, do not look at your cards, place them in two rows of four
Object of the Game
o Lowest score wins the pot.
Game Play
o Ante in 25cents and highest score on each round pays 25cents. If two or more people tie with
the highest score they both pay
o You may look at the two cards located in the bottom row in the outer corners. You may look at
these cards as many times as you want throughout the game.
o Play starts with the person to the dealer’s left
o You can either take a card from the stack or the discard pile
o If you exchange one of your cards for one of these you must place it face up
o You can exchange any of your up cards as many times as you want
o If you do not use the card picked up you still must turn up one of your cards on each turn
o Play goes until one player has all 8 cards turned up. Each player has one turn after this.
o Players can knock whenever they like. Everyone gets one turn after the knock and then must
turn all their cards over after all playing is done. Turning your cards over before all players have
finished playing gives other players an advantage.
o If the person that knocked is the highest they pay double.
Scoring
Kings
Free
Pair
Free (this is two cards of the same value above each other)
Red 7s
Free
Jokers
minus 5
Q-10
10
9-2
Face value
Ace
1
Block of 4 cards
Minus10
Block of 4 Jokers
Minus 50
A block is two identical pair side by side forming a block of four cards anywhere in your hand.
Page | 15
Hand and Foot Canasta
Players and Cards
o Use one more deck of cards than there are people playing, including jokers
o 2, 4 or 6 people can play, two teams
o Deal 15 cards in the hand and 13 cards in the foot, turn one card up by for the discard pile
o If the card turned up is a wild card it should be covered with another card
Object of the Game
o High score wins
Card Count Values:
Jokers (wild) 50 points
2s (wild)
25 points
Ace
20 points
K-8
10 points
4-7
5 points
Black 3
5 points
Red 3
100 points
Minimum Meld:
Round 1
Round 2
Round 3
Round 4
-
Points and Going Out
For Going Out
Red Three
Each Red Canasta
Each Black Canasta
Wild Canasta
90
120
150
180
100 points
100 points each
500 points
7 natural cards
300 points
7 mixed natural and wilds
2000 points 7 wilds
Page | 16
Hand and Foot Canasta (game play)
Game Play
o A wild card may be discarded to freeze the discard pile.
o Black threes freeze the discard pile.
o If you are in your foot and you have 6 or more (any number) black threes you may use all your
black three’s at once as a discard.
o When a player (in their turn), finds a red three in their hand they should immediately, place it
face up on the table and draw another card from the stock-pile to replace it. If the Red three is
not covered by at least one Canasta, they will count backwards if the other team goes out. Red
threes do not toward the meld
o The melds must comprise of sets only, with a minimum of three cards of the same rank for a
"starting" meld. You must have at least as many naturals as wild to start each set
o The player may pick up two cards from the stock-pile, or pick the pile, and discard one card at
the end of their turn.
o A player can pick up the discard pile (if a meld has been established) and they have a pair of the
same rank as the top card. You can include the top card of the pile in your count for your meld.
These three cards, the pair and the top card only, must be played onto the table to make or add
to a canasta, immediately. Eg. if there is 5 cards in a started canasta out then you must have 4
matching cards in your hand, two to close the canasta and 2 to start a new canasta with the
picked card.
o When a player is able to use all the cards in their hand, they then may pick up their foot and
continue playing. If a discard had to be made the player must wait until the next turn to play.
o If one partnership “goes out” before the opposing partnership gets into their foot, then all the
card count in that foot, including the points for any red three(s), will count against the latter.
(100 each)
o The partnership must also have "completed", at least, 1 red, 1 black and 1 wild canasta before
they can go out. They then must subtract any card count left in the other partner's hand at this
time from the plus count that is down on the table.
o If the stockpile is out of cards the game is over.
o After all the meld points are noted and scored, the card count from all the cards on the table,
whether in completed canastas or being made up (with the exception of the red threes), will be
scored in favour of the players as well. Any count of the cards that any players have in their
hand or foot at the end of the round, must be subtracted from the plus card count on the table.
o No discard is necessary when going out.
Page | 17
Horseshit Rummy
Players and Cards
o 3-4 decks of cards, remove 2s and jokers
o Any number of people can play
Object of the Game
o First player to 1500 wins
Game Play
o Dealer starts dealing to the player on their left and the first card will be turned up. This card will
indicate how many cards that player will receive, (e.g. if the first card is a 5 they will receive
four more cards face down) that hand. Deal continues similar for each player. Aces are 14 cards,
Kings are 13 cards, Queens are 12 cards, Jacks are 11 cards, etc. Dealer flop card is wild for
everyone
o Only sets are permitted. No runs
o Meld is 3 or more of a kind
o You have to wait a round to lay down more cards on yours or someone else’s cards.
o To pick the pile you need a natural pair in your hand. You can not use a wild card to pick the
pile.
o You do not have to discard to go out
o You may go out in the first round
o You can not pick a wild card from the discard pile unless it’s in the pile you pick up with a pair.
o You count back any cards remaining in your hand and subtract them from cards already played
o You must have at least one natural card in each grouping.
Scoring
Wilds
100 points
Ace
100 points
K-10
10 points
9-3
5 points
Page | 18
Norwegian Whist
Players and Cards
o 1 deck of cards, not including jokers
o 4 people play in teams
o 13 cards dealt to each player
Object of the Game
o First team to ? points wins
Game Play
1 Pass hand
2 High hand
3 Solo low
4 Solo high
take as few tricks as possible – you count opposition’s tricks
take as many tricks as possible – after 6 tricks, 1 point for each trick
no trick can be taken, partner to bidder does not play – counts as 5 tricks up or down
first 7 tricks, partner does not play – after 6 tricks, 1 point for each trick plus bonus 5
Page | 19
Oh Hell! (Trick taking game)
Players and Cards
o 1 deck of cards, not including jokers
o 3 to 7 people can play
Object of the Game
o To accurately guess how many tricks you will take and get the highest score.
Game Play
o Play to 10 if there are 3 to 5 people
o Play to 7 if there are 6 or 7 people
o Deal cards and turn one card up to determine trump
o Player after the dealer leads
o Round one – one card dealt to each player. All players place their hands in the middle of the
table and knock 2 times and on the third knock either stick out one finger to indicate they will
take one trick or keep their hands closed to indicate 0 tricks.
o Tricks bid are marked under each players name
o If the player is successful in getting their exact bid they get a 1 in front of their bid. Eg. 1
becomes an 11. If not successful then they get a scratch and no points for that round.
o Round 2 – two cards are dealt to each player. Player after the dealer announces their bid.
Bidding continues around the table and the dealer must bid either higher or lower but the total
tricks called for cannot equal the number of cards dealt.
o Successive rounds – cards are dealt up to 7 and then game play continues back down to 1.
Page | 20
Push (Sets and Runs game)
Players and Cards
o 2 decks of cards, including jokers
o 4 player game, in partnership
Object of the Game
o To get rid of as many cards as possible from your hand. When one player gets rid of all their
cards, the cards remaining in the other team's hands score penalty points. Low score wins.
Game Play
o There are 5 deals:
1st deal
6 cards dealt
2 sets of three
nd
2 deal
7 cards dealt
1 set of 3, 1 run of 4
rd
3 deal
8 cards dealt
2 runs of 4
th
4 deal
9 cards dealt
3 sets of 3
th
5 deal
10 cards dealt
2 runs of 5
o The next card is placed face up to start the discard pile, and the remaining cards are the stock. The first
face-up card is not allowed to be a wild card; if the card turned up is a two or joker, the dealer must bury
it in the stock and turn up a new card to start the discard pile.
o The melds are sets of equal cards and runs of consecutive cards in the same suit.
o Jokers and twos are wild. Wild cards can be used for any number of cards in a set or run.
o A set cannot contain two cards of the same suit. Therefore a set cannot contain more than four cards.
However, a player can meld two separate sets of the same rank.
o Ace can count as high or low but once melded, runs cannot be split up or joined together, only
extended.
o If a meld consists entirely of wild cards or has just one natural card and the remainder wild, the player
must specify whether it is meant to be a set or a run. In the case of a run, the player must specify exactly
what any wild card represents; in the case of a set it is only necessary to specify the rank of the set.
o The player to dealer's left begins. A turn consists of drawing, melding and discarding
o If you want the top card of the discard pile, take it and add it to your hand, or
o If you do not want the top card of the discard pile, take a face-down card off the top of the stock cards,
put it on top of the card from the discard pile, and push these two cards to the opponent on your left.
You then draw the next card from the stock and add it to your own hand.
o If your partner has already melded, this does not entitle you to meld.
o After melding you can, in the same or subsequent turns, put down any further melds you wish to, or add
cards onto any melds that are already on the table.
o If you have in your hand the natural card that is represented by some wild card on the table, you can
substitute the natural card from your hand for the wild card, and then use the wild card as part of a
set/run you are making. Note that the wild card you replace must be used immediately in a meld.
o Play continues until one of the players goes out. It is possible to go out in the melding part of a turn, by
melding all of your cards, or to meld all but one of your cards, and go out by discarding your last card.
o As soon as a player goes out, the hand is scored. The team of the player who went out counts nothing
for this hand (the cards belonging to the partner of the player who went out do not count). The two
opponents count the total value of cards remaining in their hands.
Scoring
Wild cards are 20 points - Aces are 15 points - K-10 are 10 points - 3-9 are 5 points
Page | 21
Spades (Trick taking game)
Players and Cards
o 1 deck of cards, not including jokers
o 4 players in two teams
o 13 cards are dealt to each player
Object of the Game
o The game ends when one team goes up to 500 or down to -500. (250 for a quicker game).
Game Play
o Aces are high. Spades are trump.
o The Bidding - All four players must bid a number of tricks they may be able to take. Each team
adds together the bids of the two partners, and the total is the number of tricks that team must
try to win. The bidding begins with the player to dealer's left and continues clockwise around
the table. Players are not allowed to pass. There is no second round of bidding. A 0 bid is
considered a Nil Bid.
o The Nil Bid - This is a declaration that that the player who bid Nil will not win any tricks during
the play. If a bid of nil is successful, the nil bidders' side receives 50 points. This is in addition to
the score won (or lost) by the partner of the nil bidder for tricks made. If a bid of nil fails, the
bidder's side loses 50 points, but still receives any amount scored for the partner's bid. The
usual rule is that when a nil fails, the tricks won by the nil bidder do not count towards making
the partner's bid, but do count as bags for the team.
o The partnership also has the objective of winning the number of tricks bid by the Nil's partner.
If you don't want to go for the Nil bonus or penalty you must bid at least 1.
o Blind Nil - This is a nil bid declared before a player looks at his cards. The bidder may exchange
two cards with partner - the bidder discards two cards face down; partner picks them up and
gives back two cards face-down in return. Blind Nil may only be bid by a player whose side is
losing by at least 100 points. It wins 100 points if successful and loses 100 points if it fails
(double a Nil Bid).
o The player to the dealer's left may lead any card except a spade.
o Spades cannot be lead until:
Any player has played a spade on a trick (obviously on another suit lead)
A player has nothing but spades left in their hand.
Scoring - A side that takes at least as many tricks as its bid receive a score equal to 10 times its bid.
Additional tricks (overtricks) are worth an extra one point each.
Sandbagging rule: Overtricks are known as bags. A side which (over several deals) accumulates ten or
more bags has 100 points deducted from its score. Any bags beyond ten are carried over to the next
cycle of ten overtricks - that is if they reached twenty overtricks they would lose another 100 points
and so on. (Note: it is not necessary to keep track of overtricks separately as the cumulative number of
overtricks taken appears as the final digit of the team's score, if positive).
Example: Suppose a team whose score is 337 bids 5 tricks. If they win 7 tricks they score 52, taking
their score to 389. If they win 8 tricks they score 53, but lose 100 because they now have 10 bags, and
their score becomes 290 (337 + 53 - 100). If they win 9 tricks they score 54 and lose 100, bringing their
score to 291. If a side does not make its bid, they lose 10 points for each trick they bid.
Page | 22
Table top Cribbage
Players and Cards
o One deck of cards, not including jokers
o 2 or 4 people can play, with four players opposites are partners
o For four players deal six cards to each player
o For two players deal 12 cards to each player
Object of the Game
o Based on cribbage scoring. Cards are played to a 5 by 5 layout. One player or team tries to
form rows which score as highly as possible as cribbage hands. The other does the same with
the columns.
Game Play
o Cards are placed face down in a stack and are not looked at before each turn.
o The top card of the deck is placed face up in the centre of the table with a coin on it to locate
centre.
o At your turn place your top card face up on the table. This card must be played on an empty
space and must touch at least one card already on the table. It can touch any way including
diagonally.
o In partner play the partners may confer on where to play the card.
o Nibs is not taken by either team
The game is played to 121 or more points (a crib board is usually used to keep score). The player with
the most points at the end is the winner of the game.
The five hands are scored simultaneously (not one after the other).
Page | 23
Whist with 10s
Players and Cards
o One deck of cards, no jokers
o Four people can play
Object of the Game
o High score after all 6 rounds wins
Game Play
o Deal all cards, person left of dealer starts.
o Take as many tricks as you can – you count tricks after you take 6
o You must follow suit if possible
o You want to take the 10s home as they count 10 points (eg. If you take 3 tens home and 2 tricks
after your 6th trick you score 32 points) if you get 1 ten home and 5 tricks after your sixth trick
count 15 points.
Rounds
Hearts trump
Spades trump
Diamonds trump
Clubs trump
Hi no-trump
Low no-trump (you do not want to take any tricks – what you take the other team counts)
Page | 24
*Hearts (Trick taking game)
Players and Cards
o Aces are high down to 2’s which are low.
o In a 4-player game of Hearts, each player gets 12 cards and 4 are dealt into the center.
o If a different number of people are playing then deal the cards until they are distributed with the
remainder going into the middle. There must always be at least 2 cards in the middle.
Goal
o At the end of the game, the player with the lowest score wins.
o Your goal in each hand is to, (A) Avoid winning any tricks including a heart or the queen of spades (aka
the Black Maria), or (B) Win all 13 hearts and the Black Maria.
Passing Cards
o After looking at his or her hand, each player chooses three cards and passes them face down to another
player. All players must pass their own cards before looking at the cards received from an opponent.
o The passing rotation in a 4-player game is: (1st hand) to the player on your left, (2nd hand) to the player
on your right, (3rd hand) to the player across the table, (4th hand) no passing. The rotation then repeats
until the game ends. When other than four players are involved, the passing rotation is: (1) to the player
on your left, (2) to the player on your right, (3) keep, then repeat.
Tricks
o The player holding the 2 of clubs after the pass plays that card to start the first trick. If nobody has the 2
of clubs it must be in the center cards and then the 3 of clubs will lead, etc.
o Each player must follow suit if possible. If a player has no cards in the suit led, a card of any other suit
may be discarded. The winner of the first trick gets the cards in the middle of the table. They do not get
to play them but if there are points they must count them at the end of the round.
o The highest card of the suit led wins a trick. The winner of the trick keeps all cards won in a single stack
in front of himself or herself, face down. The winner of a trick starts the next trick.
o Hearts may not be led until a heart or the Black Maria has been played. The Black Maria can be led at
any time.
o There is no trump suit in Hearts.
Scoring
o Use a score sheet with a column for each player. At the end of each hand, count the number of hearts
each player has taken, as well as the Black Maria. Hearts are 1 point each; the Black Maria is 13 points.
o If one player has won all 13 hearts and the Black Maria then 26 points is added to every other player's
score.
o Hearts is generally played to 100 points. When one player reaches or passes the agreed-upon score, the
game ends. The player with the lowest score wins.
Page | 25
*Gops (Game of Pure Strategy)
Players and Cards
o The basic game is for two players, using three suits from a standard 52-card pack. Cards rank Ace (low),
2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K (high). As a prize, the Ace is worth 1 point, cards 2-10 face value, Jack 11,
Queen 12 and King 13.
o Gops can be adapted for three or more players see variations, adding an extra complete suit for each
extra player - so 3 players use a whole 52-card pack and 4-7 players would use cards from two packs
o The cards are sorted into suits. One suit (traditionally diamonds) is shuffled and stacked face down as a
prize pile. Each of the other players takes one complete suit. In the two player game the players fight
with spades and clubs and the heart suit is not used.
Game Play
o The top card of the prize pile is turned face up. Then each player selects a card from their hand with
which to bid for it and places it face down. When both players are ready, the bid cards are revealed
simultaneously, and the higher bid wins the prize card. The bid cards are then discarded and the prize
card is placed beside the player who won it. The next card of the prize pile is turned face up and players
bid for it in the same way.
o If the bids of the two players are equal, the bid cards are discarded but the prize card remains on offer.
A new prize card is turned face up and the next bid is for the two prize cards together, then for three
prize cards if there is another tie, and so on. If the player's last bid cards are equal, the last prize card
(and any others remaining from immediately preceding tied bids) are not won by either player.
o When both players run out of bid cards the play ends. Each player totals the value of the diamonds they
have won in bids (ace=1, 2-10 face value, J=11, Q=12, K=13) and the greater total wins the game.
o Since you lose your card when you bid it, you will want to conserve your higher cards for bidding on
higher prize cards. Ideally, you wish to beat your opponent's bid by exactly one point, thus causing him
to lose the most and concerving your bidding power. Thus, you should carefully judge exactly what the
card from the bid pile is worth: if you do not have the card you wish to bid for it, it is better to bid higher
than lower. If you must bid lower, then bid very low, using a 2, 3, or 4, thus losing as little bid power as
possible in the turn.
o Some play that if the bids are tied, the prize card is discarded as well as the bid cards, and the next bid is
for the next prize card only.
o Some count the ace as the highest card (worth 14 points as a prize) rather than the lowest.
Gops for 3 or more players
o The play is essentially the same. Each player starts with a complete suit of 13 cards. Each time a prize
card is trurned, all players place their bid face down and simultaneously reveal their cards, the highest
winning the prize.
o There are several possible ways of dealing with ties for highest card, which become more frequent the
more people play.
Method 1. All tied cards are disqualified, and the prize is won by the highest unique card played.
If all cards are tied (for example Q-Q-Q in a three-player game or 9-9-5-5 in a four-player game),
the prize card is discarded.
Method 2. Another card is turned from the prize pile and the players bid again. It needs to be
agreed whether players not involved in the original tie for highest are eligible to win in the
second round of bidding
Page | 26
*President (Very fun game)
Objective
o The aim is to get rid of all your cards as soon as possible. The last player left with cards is called the scum, asshole,
or whatever term of derision is locally used.
Players and Cards
o About 4 to 7 people using a standard 54 card pack including the Jokers. The Jokers must be marked somehow to
differentiate the High Joker from the Low Joker. The suits are irrelevant and the cards rank, from high to low, High
Joker, Low Joker, Deuce, A K Q J 10 9 8 7 6 5 4 3.
Deal
he game is played clockwise. All the cards are dealt out. Some players may have one more than others. The
President always gets the first 2 cards dealt.
Play
o The player to dealer's left starts by leading (face up) any single card or any set of cards of equal rank (for example
three fives). Each player in turn must then either pass, or play face up a card or set of cards which beats the
previous play.
o A single card is beaten by any higher single card. A set of cards can only be beaten by a higher set containing the
same number of cards. So for example if the previous player played two sixes you can beat this with two kings, or
two sevens, but not with a single king, and not with three sevens (though you could play two of them and hang
onto the third). The exception are the Jokers, Either single joker will beat any other card or set of cards being
played. The exception is that the Low Joker does not beat the High Joker
o It is not necessary to beat the previous play just because you can - passing is always allowed. Also passing does not
prevent you from playing the next time your turn comes round.
o The play continues as many times around the table as necessary until someone makes a play which everyone else
passes. All the cards played are then turned face down and put to one side, and the player who played last (and
highest) to the previous "trick" starts again by leading any card or set of equal cards.
For example the play might go:
A B C D E
44 Pass Pass 66 99
JJ Pass Pass Pass KK
Pass Pass AA Pass Pass
Pass Pass
C then starts again by leading any card or set.
When a player whose turn it is to play has no more cards left, the turn passes to the next player in rotation.
Therefore in the example, if the two aces were C's last two cards, it would then be D's turn to play anything.
o Social Status - The first player who is out of cards is the President - the next is Vice-President, then Secretary
then Asshole. If more than 4 players are playing the middle ones do not get titles. If keeping score, the players
get points depending on their position - for example 2 for the President, 1 for the Vice President and nothing
for the others. More importantly, the players of higher status are entitled to enjoy and generally abuse their
power over the lower ranking players. For the next hand the players move seats. The President selects the
most comfortable chair, the Vice President sits to the President's left, and so on around to the Asshole who
sits to the President's right, probably on a crate or packing case. The Asshole is responsible for shuffling,
dealing and clearing away the cards when necessary. As the players are now seated clockwise in order of rank,
the first two cards are dealt to the President, the second to the Vice President, and so on down. When the
deal is complete, the Asshole must give his highest 2 cards to the President, and the President gives back in
exchange his lowest 2 cards regardless of if it breaks up a pair in his hand. The Vice-president and Secretary
exchange 1 card in the same manner. The President then leads any card or set of cards and the game
continues as before.
End of Game - If scoring, set a target and the game ends when someone reaches (say) 11 points
o
Page | 27
*92Q (Trick taking game)
Players and cards:
o Standard 52 card deck
o 4, 6, or 8
Bidding:
o All cards are dealt out evenly around the table (if more then 4 people are playing there will be 4 cards
left over, they are to be discarded and shuffled back in at the beginning of the next hand); the dealer
changes every hand moving clockwise around the table.
o The bidding begins with the player left of the dealer. The player bids which suit will be trump and the
combined number of tricks the teammates will get if the suit is to be selected. The players bid around
the table clockwise until all of them will not go over the previous players bid.
o When you bid you do not have to pick the same suit as the person before you. You may bid higher then
him/her in another suit.
o If you do not wish to bid any more you pass and the bidding goes to the player next to you. Once you
have decided to pass you many not take any further part in the bidding. If everyone passes, the cards
are passed to the next dealer shuffled and dealt again.
o Ex: If Player A decides to bid 5 tricks with diamonds, Player B many overbid him/her with 6 tricks of
Spades. Player A can over bid again with 7 tricks with diamonds.
Teams:
o After the bidding is done the player who won the bid gets to select his/her teammate(s) for play, so if 4
people are playing he/she selects 1 other person and if 6 are playing he/she selects 2 others and if 8 play
he/she picks 3 others. He many select any player but the other players are not to indicate whether they
could help or not help the player. The selecting of teams is done each hand. All the players that are not
selected to be in the bidding team form a team of their own.
Card order:
o Lowest to Greatest value
o Non-Trump suit- 2,3,4,5,6,7,8,9,10,J,Q,K,A
o Trump Suit- 2,3,4,5,6,7,8,10,J,K,A,9,Q
o Note: Twos can also be the Greatest card (explained later)
Game Play:
o The player left of the dealer goes no matter who won the bid. During the game you must follow suit if
you have it, if you do not then you may throw whatever card you want.
o The suit that is the same color as the trump suit is known as the Left suit (it still has the same card order
as a non-trump suit). The Left suit when led acts as normal but when thrown off it becomes whatever
suit was led for that trick. If 2 of the same card are played this way the card played first wins.
o If a suit is led that you have none of you do not have to play the Left suit if you have it. You may not
throw off the left suit unless you have none of the led suit. Ex: If Player A leads with the 4 of clubs (and
clubs are trump). Player B may play the Q of spades and it would be the highest card you could play
(becoming a club).
o The twos in this game become the highest card when played, if everyone follows suit that trick,
otherwise it is the lowest. (This goes for all suits no matter what is trump) (Playing the Left suit counts as
following suit).
Scoring:
o After all the cards are played, each player counts up how many tricks they took individually. If the
bidding team wins each player on the team get however many tricks they got, multiplied by 3. The nonbidding team gets nothing. If the non-bidding team wins each player on the team get however many
tricks they got, multiplied by 3. The bidding team gets nothing. If either team gets all of the cards in one
hand each player on the team gets what they would normally get multiplied by 3. The first individual
person to 92 points wins.
Page | 28
*3-13 Speed (Rummy)
Cards and Players
o 2 or more players. Excellent for a large group (12 people). Goes fast.
o 4 standard 52-card decks without jokers.
o Shuffle the decks then spread them out in the middle of the table. Determine the "caller" by drawing the
highest card. Select a scorekeeper.
Object:
o Players collect sets of 3 or more cards in a sequence or of the same value. Play each hand by drawing
and discarding cards until one player’s cards form one or more clean or wild sets. A wild set has one or
more wild cards. A wild card is the card that matches the numbers of cards dealt to each player in that
hand. Card values in a set do not count against the player whereas unmatched cards score against the
player. Score each hand. Play 11 hands from 3 to 13 cards. Low score wins.
Scoring:
o A set is a minimum of 3 cards of the same value (rank) such as 5’s, 9’s or Q’s, or a sequence for 3
consecutive cards in the same suit such as 7, 8, 9 of diamonds or J, Q, K of clubs. Aces are only low: Q, K
A is not a sequence. A wild card or cards can be used to complete any set. A wild card cannot be used in
more than one set at the same time. Any valid set of 3 or more cards is safe - no penalty points are
counted against a player’s sets. The discard cannot be kept to make a set - players must always discard a
card on every turn. If at the end of the play a player has cards that are not part of a set they are totaled
and scored against him. Number cards count their face value (aces 1). Face cards count 10 points.
Play:
o The first hand starts with each player drawing 3 cards at random from the middle. Each player then
draws one card and places it face up to the left to start their discard pile. Players look in their hands for a
match or sequence of 3 cards.
o The first hand of 3 cards can be won with 3 matching or 3 sequenced cards or by 2 matching or 2
sequenced cards and a wild card or two wild cards and any other card. If during the setup a player finds
their hand is matched the player calls "match" before the caller yells "draw" and everyone has one
draw. A late call allows the play to go another round.
o If no one has a set the caller says, "draw" and each player draws a card from either the face down
middle pile or his right hand neighbor’s discard pile. Players attempt to make sets or reduce their score.
After the draw each player determines which card they want to discard. They then hold it face down on
the table. When the caller sees all players with their discard on the table he calls "discard" and the
players place the card face up on the discard pile to their left. The caller continues to call "draw" and
"discard" until someone has a hand of sets without any orphan cards. When a player has complete sets
they say "match" immediately after the caller calls "discard". The player with the match lays down his
sets face up so that everyone can verify them. The caller then calls "draw" and "discard" once more. The
player who was first to collect a complete hand of set(s) and call "match" goes out with zero points.
Other players at the same time on the last draw may also have zero points. Players that have orphan
cards separate and total their points. The scorekeeper records the values. Scores from each hand are
added together for a total score to determine a winner.
o Increase the cards in each round by one card. So for the second hand each player will draw 4 cards
instead of 3, and place one card face up to their left. In the third hand they will draw a 5 card hand and
place one face up, and so on up to 13. The second hand of 4 cards requires a match or sequence of 4
cards. Likewise the third hand of 5 cards requires a match or sequence of 5 cards. The fourth hand (6
cards) can be won with two sets of 3 cards, matched or sequenced. The 9 card hand can be won with 3
sets of 3 cards matched or sequenced or a set of 4 and a set of 5. The final, 13-card hand can be won by
3 sets of 3 matched or sequenced cards plus 1 set of 4 matched or sequenced cards, or various oither
combinations.
Strategy: The more players the more likely it is that matches will be made early. Therefore with more players
the attempt should be to discard high cards in favor of low count cards. Conversely since everyone is discarding
high cards it is sometimes strategic to save high cards because there is a stronger likelihood of their being
discarded by others.
Page | 29
Saskatchewan Rummy
Players and Cards
o 1 deck of cards, no jokers
o Any number of people can play
o All cards are dealt out to make equal numbered hands.
o If some cards need to be removed, remove the 2s and/or 3s.
Object of the Game
o Pay as little as possible in the 1st 5 hands and go out as quickly as possible in the 6th hand.
Game Play
o Aces are high
o No trump
o Game play begins with the person to the left of the dealer
o Hands
1st
Each trick you take pay 5cents
nd
2
Each heart you take pay 5cents
rd
3
Each queen you take pay 10 cents
th
4
King of clubs
pays 25cents
th
5
Last trick
pays 50cents
th
6
Game play begins with 7s played out in the centre of the table. The game then
plays out with 8s in one direction and the 6s in the other direction in matching suits. If
you cannot play you pay 5 cents and pass your turn. Remember some 2s or 3s may be
missing and Aces are played on top of the Kings.
Winnings (round 6)
o 1st out Takes ½ the pot
o 2nd and 3rd place divide the remaining pot
Page | 30
Sticks (Sets and runs game)
Players and Cards
o 3-4 decks of cards, jokers included
o Any number of people can play
o Each player is dealt 15 cards
Object of the Game
o The first person to collect 7 sticks is the winner.
Game Play
o 2s and Jokers are wild
o A set is a minimum of three cards of the same face value
o A run is a minimum of three cards of the same suit in chronological sequence
o Each player draws a stick from the pot and puts it face down
o At the beginning of each turn you draw a card from the deck or the discard pile.
o Each play ends with a discard (you must have a discard).
o Once you meet the requirements of your stick you turn the stick face up and play the cards in
front of you. No extra cards beyond the stick requirement can be played at this time.
o The player tries to get rid of remaining cards in subsequent hands. When one player has played
all of their cards the play stops and the cards are dealt again.
o Each sequence of cards must have at least one natural card (the rest can be wilds)
o Once you have played your stick you may replace wild cards from other players SETS with
natural cards in your hand. You may not take wild cards from RUNS. If you take a wild card you
must play it in that turn, you may not keep it in your hand for the next turn.
o You are allowed to lay down cards that correspond with other players cards on the table
whether they be Runs or Sets once you have played your stick. You may add on directly to the
cards in front of the other players.
o If you draw a free stick, draw another. If a free stick is drawn on the 7th round it does not count
as the winning stick and another must be drawn.
o Any card that corresponds with those already laid down by other players may not be used as
discards. Eg. If you had your stick played and you could add these cards onto cards already on
the table you may not discard it. This includes wild cards.
o New sticks for appropriate players are drawn at the beginning of each round.
Optional Game Play
o Each player can trade only one stick per game
o You can trade sticks as many times as you want but you must hold each stick for one hand
o A stick can be traded in after you have held it for one hand and have viewed your cards for your
next hand
Page | 31
10,000 (Dice game)
Players and Cards
o 5 dice
o Any number of people can play
Object of the Game
o First player to get 10,000 or higher wins
Game Play
o A total of 1,000 is required to meld. Your score does not count until you have melded.
o You must keep at least one dice each time you re-roll in order to qualify to continue rolling.
You may not at any time re-roll dice that have been held.
o If during a turn, all the dice count, the player may roll them all again.
o A player may stop at any time during a turn and score all that was rolled to that point.
o If a player does decide to save and score a "held" count and not roll again, and you, being the
next player, wish to attempt to better the saved count, may take over at that point, and roll the
balance of the dice in an attempt to save it and/or increase the count. If you save it, by rolling
at least a single five or a one, you then score the saved count, plus whatever you rolled. If you
do not save it with at least a five or a one, you then, “Blew It" for that turn.
Scoring
Sets and runs must be made on one roll to count
5
50
1
100
3 of a kind 1’s
1,000
3 of a kind
x00 (eg 3 2’s is 200, 3 4,s is 400)
4 of a kind
x00 times 2 (eg 4 2’s is 400, 4 3’s is 600)
5 of a kind
x00 times 4 (eg 5 2’s is 800, 5 3’s is 1200)
Straight
1,000
Page | 32
5 in a Row (Board game with cards)
Players and Cards
o 2 decks of cards, no jokers
o 2 or 4 people can play, with four players opposites are partners
o Five cards are dealt to each player.
Object of the game
o To get three rows of five discs. They may be in any direction as long as they are all in a row.
One disc may be part of another row if the rows cross each other.
Game Play
o Players choose color of disc.
o The first player places a card face up on the table and places a disc on the matching card on the
table. He then draws a card from the table. If you forget to draw a card you miss your next
turn to play.
o There are no jacks on the board. If you have a one-eyed jack you may take one of the
oppositions discs off the board. If you have a two-eyed jack you may place one of your discs on
any unoccupied space on the board when its your turn to play.
o When it is your turn to play if you have a card in your hand for which both spaces are occupied
you may discard it and replace it with a card from the deck.
o If the draw pile is finished before the end of the game the discard pile is shuffled and becomes
the draw pile.
o When a line of five is completed place a double disc on the discs so that they are easily
recognized. Once a row of five discs is completed no player may remove a disc from it.
Page | 33
Chicken Foot (Dominoes)
Players and Cards
o 7 tiles each
o Any number of people can play
Object of the Game
o Low score wins.
Game Play
o First round starts with 0-0 and continues up to the next double each round.
o Players continue to draw from the chicken yard if nobody was dealt the initial double for this
round.
o The initial double must have tiles played on all four arms before any arm is extended by a
second tile.
o A player unable to make a play on the table must draw a tile from the chicken yard. If this tile
can be played, the player may do so at once.
o Doubles are placed crosswise. When a double is played, the player must declare "chicken foot"
to warn the other players that special rules are in effect. The toes of the chicken foot must be
filled with three more dominoes before tiles can be played elsewhere in the barnyard.
the previous end
of the arm
Three tiles that
match the double
o After the chicken foot is completed, the game may proceed with plays on any open arms. A player
with one tile left in his hand may announce this fact as a courtesy, but it is not required.
o The hand ends when one player dominoes or the hand blocks. Each player gets the total number of
pips left in his hand. The [0-0] is worth 50 points.
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Jokers Wild (Board game with cards and marbles)
Players and Cards
o 3-4 decks of cards, jokers included
o 2 or 4 people can play, with four players opposites are partners
o Deal 5 cards to each player
Object of the Game
o The team getting all their marbles into their “Castle” first is the winner.
Game Play
o At each turn play a card and then draw a card from the centre pile at the end of your turn
o An Ace or Face card is needed to move a marble from out of “Home” to the starting place
o At your turn, you move according to the card you choose to play. Place the card which matches
your move face up on the discard pile.
o If you cannot play, you must discard a card anyway. Only five cards can remain in your hand.
You cannot pass if you have a play in your hand – even if it hurts.
o You may NOT jump (pass) your own marble or your partners marble.
o When all of your marbles have been moved from “Home” to your “Castle” you then assist your
partner.
Card values
Ace
Moves 1 place or moves marble from “Home” to the starting point
Face
Moves 10 places or moves marble from “Home” to the starting point
Two thru Ten Moves face value
Seven
May move 7 places OR may be split in any way between TWO of your marbles.
You may also use part of a 7 to move your last marble into your castle and the remainder to
move a marble of your partners. The only time you can waste the extra part of a 7 is on your
very last marble into the castle.
o Eight
ONLY moves backwards 8 places
o
o
o
o
o Joker The use of the Joker must always involve the use of two marbles (one must be your
own)
May be used by taking your marble (already out of home) and taking the place of any
marble on the board.
If it is an opponents marble you send them back to “Home”
If it is your partners marble you send them to the entrance to their “Castle”
If your partners entrance to their “Castle” has an opponent on it you will also send that
marble “Home”
Page | 35
Mexican Train (Dominoes)
Players and Cards
o 2 to 4 players - 15 dominoes
o 5 to 6 players - 11 dominoes
o 7 to 8 players - 8 dominoes
Object of the Game
o The player with the lowest total score after all rounds is the winner.
Game Play
o The game begins with the double 12 and each hand thereafter uses the next lowest number
o If no one has the Double 12, each player draws a domino from the “pile”. If the Double 12 is not drawn
by any player in the first round of drawing, a second round of drawing occurs.
o Radiating from the center Double, each player has their own space on which to play their train. No
other player may play on another player’s train until a player has been unable to play and has placed a
marker on their last played domino or their assigned spot, if they have not yet played any dominoes.
o The separate Mexican train runs around the table and may be played on by any player. It must begin
with the same number as is on the center double (eg: double 12 in the center, the train begins with a
12).
o The player who played the double in the center starts the play, continuing clockwise around the table.
The first player may play on the center double or start the Mexican train. If the first player does not
begin the Mexican train, the train may be begun by any of the ensuing players when their turn arrives.
o The following players may then play on the Mexican train. Each player has the option of playing on their
own train or the Mexican train, using the Mexican train to “slough off” the dominoes that do not fit into
their personal train.
o When a player cannot play on their own train, the Mexican train or a “marked” train of another player,
then they draw a domino from the boneyard. If they cannot play that domino on the board, then they
place a marker on the last domino of their train. All players may then play on this player’s train as their
turn arrives. If this player can play anywhere on the board at their next turn, the marker is then
removed and no other player may play on that train.
o If a player plays a double during play, they must then play another domino somewhere on the board their train, the Mexican train, or a marked train. If a play is able, they may play doubles in more than
one spot. Even though two or more doubles have been played, only one additional domino must be
placed somewhere on the board. If a player cannot follow-up the double with another domino, they
draw. EXCEPTION: A player may go out with a double without having to play another domino.
o As play proceeds, any player who is down to one domino must give notice to the other players.
o When one player has played all their dominoes, the other players must add up the total of their
remaining dominoes and give that total to the scorekeeper. Double blank count 0.
Variations
o To speed up the game, before turning the dominoes over to “shuffle”, the double to be used to begin
the next hand may be held out and placed in the center after the players have drawn their hands. With
this method, the player who “went out” on the preceding hand, begins the play.
In scoring, the Double blank counts 50.
Page | 36
*Guts (Poker)
Players:
o 4-10
Initial deal:
o Two or three cards face down to each player and the same amount into the “Pot” hand.
Play:
o Each player determines whether or not they are holding (playing) their hand. Players who hold
reveal their hands. The winner takes the pot and the losers have to match the pot. If only one
player stays in then they must play the “Pot” hand. If they lose they must pay the pot and it
doubles. If they win then they take all the money in the pot and the deal moves to the next
player. If the pot is not taken then new hands are then dealt.
o In three card Guts a players lowest card is wild, giving everybody at least one pair.
o If two players tie they must both pay the pot
o If a player ties the pot hand they must pay double the pot amount
Winner:
o High hand. Straights and flushes do not count.
Standard variations:
o Weenie rule: If nobody stays in, everyone reveals their hand and whoever has the best hand
(and thus would have won) must match the pot.
o Drop: Instead of declaring with chips, dealer counts out "one-two-three-drop" while all players
hold their cards above the table. On "drop" all players who are dropping out drop their cards.
This is faster, but can lead to arguments if one player is slower to drop than the others.
o Progressive Guts:
Start with 2 cards. Any players that stay in pass their cards to each other (making sure
that nobody else sees them) to determine the winner. The winner takes the pot and the
loser(s) pay the pot and cards are returned to their original owners. If only one player
stays in and loses to the pot hand, then the pot cards are replaced. If only one player
stays in and wins the pot, then the round is over.
Then another card is dealt and the players again say whether they are in or out and
again exchange cards to determine the winner. Play repeats in the same way. If nobody
stays in, everyone gets dealt another card. Repeat until all players have 5 cards.
Straights and flushes become legal at 5 cards.
Page | 37
*Texas Hold’em (Poker)
Cards and players
o One standard 52 card deck with the Jokers removed
o Any amount of players, 4 to 10 is preferable
o Each player starts with an equal amount of chips
The Shuffle, The Deal and The Blinds
o The dealer shuffles a standard 52-card deck.
o The player to the left of the dealer puts in the “Small blind” and the next player puts in the “Big
blind” which is double the small blind. Blinds are determined at the start of the game
o Each player is dealt two cards, face down.
Betting Begins
o A round of betting takes place, beginning with the player to the left of the two who posted the
blinds. Players can call, raise, or fold when it's their turn to bet. Minimum bet must be equal to
the Big Blind
The Flop
o After the first betting round, the dealer discards the top card of the deck. The dealer then flips
the next three cards face up on the table. These cards are called the "flop."
o After the flop, another round of betting takes place, beginning with the player to the left of the
dealer. During this and all future rounds of betting, players can check, call, raise, or fold when
it's their turn to bet.
o After the betting is done another card is burned and then a fourth card (the turn) is revealed
and there is another round of betting starting with the first remaining player to the dealer’s left
o After that round of betting a final card (the river) is turned over followed by one final round of
betting.
The Winner
o Players can now use any combination of seven cards - the five community cards and the two
hole cards known only to them - to form the best possible five-card Poker hand.
o After the final betting round, all players who remain in the game reveal their hands. The player
who made the initial bet or the player who made the last raise shows their hand first.
o The player with the best hand wins.
Page | 38
*Scorch (Poker)
Cards and players
o One standard 52 card deck with the Jokers removed
o 3 to 8 players
Object of the game
o To beat the other cards played on each round in order to take a portion of the pot
o Any player that stays in to play a round and does not take any of the tricks must replenish the
pot with an amount equal to what was in it before the round started. If two or more players fail
to take a trick then they must each pay that amount, doubling the pot.
Play and antes
o Each player puts an ante into the pot (usually $.25)
o Each player is dealt three cards face down. The top card in the deck after dealing is done is
flipped to reveal what trump will be for that round.
o The player to the left of the dealer calls “In or Out” to let other players know whether he is
going to play the round. Players continue to call their intentions around the table back to the
dealer. If only one player has stayed in before the dealer then the dealer usually stays in to
protect the pot, even if he has to take three cards. It is an advantage to be the dealer as they
are the last to call “In or Out” and also the last to play on the first round of play
o Any player that stays in can discard any or all of their three cards and get replacements from
the deck.
o The first remaining player to the dealer’s left leads a card. Other plays must follow suit if they
can. If they do not have a matching suit they can “Trump” or “Sluff”. The person that played the
highest card (or the highest Trump) wins the hand and takes half of the pot, the second trick
takes half of what is left and the third trick takes the remainder (rounded to the nearest easy
amount. EG; if the pot was $1.25 then the first trick would take $.75 and the other two tricks
would get $.025 each)
o Any player that stayed in and did not take at least one of the three tricks must put into the pot
the amount that was in it before the play started.
The next deal
o The original dealer continues to deal until the pot is split up (all the players that stayed in took
at least one trick)
o Once the pot is gone the deal moves one player to the left of the previous dealer.
About the Book
After many concerns and questions about the rules to particular card games (and many late night
phone calls), it was decided to compile a book that listed the rules for most of the common games that we
play. Along with help from many family members, Brent Metzker and Barb Chernoff decided to print a book to
make everybody’s life easier. A lot of the rules were just typed up but as the book was expanded, some rules
were taken off of the internet. We do not claim any of these rules to be “The official rules” for the rest of the
world but that is what they are to us.
If you wish to make comments about errors, add notes to rules, or forward new games, please feel free
to send them to [email protected]
No phone calls about errors or discrepancies to
the rules will be accepted at any time.
From our familys to yours,
Enjoy
Page | 40
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