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Bisley Single Pack

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Games for Two Players

Trick-1 Trick-2

BEZIQUE

THREE PLAYERS

EIGHT PACK BEZIQUE

ROYAL CASINO


POKER PATIENCE

SIX and SEVEN


German Whist

Honeymoon Bridge

Klaberjass

Piquet

AUCTION PIQUET

Party Games ===============

Texas Games

Old Maid

 

 

Hearts

Hearts and its several variations is very similar in principle to black Maria because the object of the game is to avoid taking tricks that contain certain specified cards.  The play itself follows the general principles of trick-taking games:  the player on the left of the dealer leads to the first trick, and thereafter the poker winner of the a trick leads to the next; a player must follow suit to The card led if he can, and if he cannot he may discard any card that suits hi.


            The game may be played by any reasonable number of players, but it is at its most interesting and skillful as a game for four, each playing for himself.
            The Queen of the Spades and all cards of the Heart suit are penalty cards.  Every deal is a separate event, and the usual method of settling is to debit he who wins the Queen of Spades with 13 points, and those who win Hearts with 1 point for each card.
            A revoke is heavily penalized.  A player may correct a revoke if he does so before a card is led to the next trick; otherwise the revoke is established, the hand is abandoned, and the revoking player is debited with all 26 points.
            The game is not a difficult one, but it calls for an ability to count the cards, read the distribution and visualize possibilities.  It is instructive to consider the play in the deal below if West has to make the opening lead and assumes that the best lead is the 2 of Hearts because one of the other poker players will certainly have to win the trick.

when the game is played by three players or by more than four, low cards are removed from the pack to reduce it to a number that allows every player to be dealt the same number of cards.
            Against West’s opening lead of the 2 of Hearts the play will be short and sharp, and West will come off worst of all because good play by his opponents will saddle him with the Queen of Spades.

                        West                North               East                  South
                        2♥                    4♥                    3♥                    8♥
                        6 ♥                   7♥                    10♥                  9♥
                        Q ♥                  K ♥                  J ♥                   A ♦
                        A ♥                  5♥                    Q ♠                  Q ♦     

            A more experienced West would have kept off leading a Heart.  It is probably that is best lead is the singleton Diamond, because he has nothing to fear in the Spade suit, and once he has got rid of his Diamond, he gives himself the best chance to get rid of the dangerous Ace and Queen of Hearts.

In DOMINO HEARTS the players are dealt only six cards each, and the rest of the pack is placed downwards in the center of the table.  The player on the left of the dealer leads to the first trick, and the poker game is played in the same ways as the parent game except that if a player cannot follow suit to a card that has been led he must draw a card from the stock, and continue to do so until he draws a card of the suit led.  Only after the stock has been exhausted may a player discard from his hand if he cannot follow suit to a lead.
            Play continues until all the cards have been taken in the tricks, each player dropping out as his had is exhausted.  If a player wins a trick with the last card in his hand, the next active player on his left leads to the next trick.  The last player to be left in the game retains all the cards left in his hand, and takes into it any cards that may be left in the stock.
            The Queen of Spades is not a penalty card; only cards of the Heart suit are, and 1 point is lost for each one taken in a trick or left in the hand of the surviving player.

In GREEK HEARTS,  as in black Maria each  player, before the opening lead is made, passes three cards to his right-hand opponent and receives three from his left-hand opponent.
            As in the parent game the penalty cards are the Queen of Spades and all cards of the Heart suit, and the penalties for winning them are the same; if, however, a player wins all the Hearts and the Queen of Spades, instead of losing 26 points, he receives 26 points from each of the other players.

            The game calls for some considerable poker skill, because, before passing on his cards, a player has to decide whether he will take the easy road and play to avoid winning penalty cards, or try for the big prize by winning all.  The decision is never an easy one, because by discarding a high Heart one may be helping an opponent to a better score, and oneself lose a good score if one receives the Queen of Spades and a couple of high Hearts from one’s left-had opponent.

HEARTSETTE is played in the same way as the parent game, but with a widow hand.  If three or four take part in the game the 2 of Spades is removed from the pack, and if five or six take part the full pack is used.
            When there are three players, each is dealt sixteen cards, when four, twelve cards, when five, ten cards and when six, eight cards.  The remaining cards are placed face downwards in the center of the table.
            The player on the left of the dealer leads to the first trick and whoever wins it takes the widow and discards from his hand to reduce it to the proper number of cards.  No-one else sees the widow nor the cards that have been discarded.
            The play continues in the same way as in the parent game with the same penalty cards and penalties for winning them.

OMNIBUS HEARTS or Hit the Moon, combines most of the features that have been added to the parent game.  Like it is at its best when played by four, each playing for himself.
            Thirteen cards are dealt to each player, and before the opening lead is made each player passes three cards to his right-hand opponent and receives three from his left-hand opponent.
            The play is the same as in the parent game.  All the Hearts and the Queen of Spades are penalty cards, but a novel feature is that the 10 of Diamonds is a bonus card.  A player loses 1 point for every Heart that he wins and 13 points if he wins the Queen of Spades.  By contrary, he wins 10 points if he takes the 10 of Diamonds, and if he wins all the Hearts, the Queen of Spades and the 10 of Diamonds (known as hitting the moon-no longer such a feat as it once was) he wins 26 points instead of losing 16.
            The game is won by the player who has the highest plus score, or lowest minus score, when one player reaches a score of -100.
            The game calls for skill both in discarding to the right-hand opponent and in the play.  Good discarding is dictated by the fact that only the Club suit is neutral and harmless.  Every Heart is a liability and top spades are dangerous (unless adequately supported by low cards) though top Diamonds are advantageous the low ones may be liabilities.


            In play it is necessary to aim at forcing the lead into the hand of the least dangerous opponent.  All the time temporary partnerships must be formed.  If the score stands at: North -83, East -41, South +32 , West +47, it is obvious that West will be doing his best to win the game by driving North to – 100 as quickly as possibly.  A skillful South, therefore, will enter into a tacit partnership with North to try and save him by prolonging the game and so give himself more time to pull ahead of West.  The strategy is perfectly proper because both players are acting in their own interests.

PIP HEARTS is played in the same way as the parent game, but the Queen of Spades is not a penalty card and the penalty for winning a Heart is increased to the pip value of the card, the court cards counting Jack 11, Queen 12, King 13 and Ace 14.

Pinocle

Pinocle has much in common with bezique and originated in Europe.  It has, however, long since crossed the Atlantic, and, if we exclude the ubiquitous bridge it shares with poker the honour of being the national card game of the U.S.A.
            In its original form, pinocle is a game for two players and is described on page 91.  American card-players, however, have developed a number of variations suitable for more than two.  The most popular is Auction Pinocle, a rather remarkable game because though fundamentally a game for three it makes a better game when played by four.
            In every deal only three players take an active part.  If your play the dealer deals no cards to himself; and if five wish to take part the dealer deals no cards to the second player on his left as well as none to himself.  The inactive players, as they are called, take no part in the bidding and play, but participate in the settlement.


            The pinocle pack consists of forty-eight cards, namely the A 10 K Q J 9 (in that order) of each suit, duplicated.  The dealer deals fifteen cards face downwards to the active players, either in five bundles of three each, or in three bundles of four each and one of three, and after the first round, three cards face downwards to the table as a widow-hand.
            A bid is a contract to score either by melds, by cards won in tricks, or by both, the number of points named, and the player on the left of the dealer makes the first bid which must be at least 300.  After this, each player in turn may either pass or make a higher bid.  Bids must be in multiples of ten, and once a player has passed he cannot re-enter the auction.  When two players pass a bid the player who made it becomes the bidder, his bid the contract , and the other two players his opponents.
            If the opening bid of 300 is passed by the other two players the bidder may concede defeat by throwing in his cards without looking at the widow.  He pays 3 units to the kitty (but nothing to his opponents) and the deal passes to the next player.
            If the bid is for more than 300, or if the bidder does not wish to concede defeat, he shows the widow to his opponent and takes the cards into his hand.  He then names the trump suit, and places on the table in front of him his melds.  They are scored for as follows:

Class A
A 10 K Q J of the trump suit = 150 points
K Q of the trump suit (royal marriage) = 40 points
K Q of a plain suit (common marriage) = 20 points

Class B
Pinocle (Q ♠ and J ♦ 0 = 40 points
Dis (9 of the trump suit) = 10 points

Class C
Four Aces –one of each suit = 100 points
Four Kings –one of each suit= 80 points
Four Queens-one of each suit= 60 points
Four Jacks –one of each suit = 40 points

            No card may be used twice in melds of the same class, but the same card may be used in two or more melds of different classes.  Only the bidder melds.  He then discards face downwards (buries) three cards from his poker hand in order to reduce it to fifteen cards: later the cards that he discards will be counted for him as won in a trick.  The discards must be made from the cards in his hand, not from those in his melds, but before he leads to the first trick he may change the cards that he has discarded, change the melds and the trump suit.
            When the bidder and his opponents have agreed on the value of the melds and how many more points (if any) he needs to fulfill his contract, the bidder leads to the first trick.  If, however, he thinks will not be above to make his contract he may concede defeat (called single bete) and pay to the players, active and inactive, the value of his bid.

            When playing to a trick a player must follow suit if he can, and if he cannot he must play to win the trick by trumping or over-trumping it.  Only if he has no card of the suit led and no trump card may he discard.  If a trump is led, the subsequent players must try to win it.  A trick is won by the highest card of the suit led or the highest trump if the led card has been trumped.  If two identical cards are played the one first to be played wins the trick, if the trick is to be won by the card.
            When all the tricks have been played, the players score for each Ace 11 points, each Ten 10 points, each King 4 points, each Queen 3 points, each Jack 2 points, and for winning the last trick 10 points.  It gives a total of 250 points to be won in tricks.
            Every deal is a separate event and settlement is made before the next deal begins.  It is usual to reduce the contract to units on which payment is made.

            Contract                       Unit Value
            300-400                       3
            350-390                       5 If Spades
            400-440                       10 are trumps
            450-490                       15 the unit
            500-540                       20 values are
            550-590                       25 doubled
            900 and more               30

            The bidder pays double (called double bete) if his score for melds and cards taken in tricks fails to equal his contract; he receives if his score equals or exceeds his contract, but he does not receive more than the unit value of his contract.
            Payment is made to and from all players, active and inactive, and to and from a kitty if the contract is for 350 or more.
            The kitty is a separate account and is the common property of the players.  They make good any deficiency if it owes, and divide any surplus when the game breaks up.


            As the name implies is played by four players two playing in partnership against the other two.  The partners face each other.
            The 48-card pinocle pack is used.  The dealer gives each player twelve cards in bundles of three each, and turns up the last card dealt to himself to determine the trump suit.  In turn, beginning with the player on the left of the dealer, any player who holds the dis (9 of the trump suit) may exchange it for the turned –up card, and if the dealer turns up the dis as the trump card he score s 10 points.  Each original holder of a dis, whether or not he exchanges it with the turned-up card, scores 10 points for it.
            The players expose their melds on the table in front of them, and in addition to the melds for auction pinocle melds and the scores for them are as follows:

Double Trump Sequence A 10 K Q J   1,500 points
Double Pinocle                                        300 points
All Eight Aces                                                   1,000 points
All Eight Kings                                         800 points
All Eight Queens                                                  900 points
All Eight Jacks                                         400 points    

            When the players have shown their melds and scored for them, they return them to their hands.  No meld, however, finally counts unless the partnership wins a trick, and when a tick is won both partners score for their melds.
            The player on the left of the dealer leads to the first trick, and the play continues as in auction pinocle.


            When all twelve tricks have been played, the players count 10 points for every Ace and 10 won, 5 points for every King and Queen, and 10 points for winning the last trick.  As in auction pinocle the total is 250 points.
            The game is won by the partnership that first wins 1,000 points in melds and cards won in tricks, but if both partnerships reach 1,000 or more points in the same deal the game continues to 1,250 points, and, if happens again, to 1,500 points, and so on.
            At any time during the game a player may claim that he has scored 1,000 points or more and won the game.  Play is brought to an end and the claim is verified.  If the claim is found to be correct his partnership wins the game; if the claim is found to be wrong his partnership loses the game.  In either case, what the opposing side has scored makes no difference to the result.

PARTNERSHIP PINOCLE FOR MORE THAN FOUR PLAYERS is played with two 48-card pinocle packs shuffled together.  Six players form two partnerships of three players each sitting alternately at the table”: eight players form two partnerships of four players each sitting alternately.
            The dealer gives 16 cards to each player in bundles of four each and turns up the last card dealt to himself to denote the trump suit.
            The game is played in the same way as partnership pinocle, but in addition to the melds opposite, melds and the scores for them are as follows:

Triple Trump Sequence A 10 K Q J                             3,000 points
Double Trump Sequence A 10 K Q J                           1,500 points
Four Kings And Four Queens of the same suit   1,200 points
Three King and Three Queens of the same suit    900 points                                         
Two King s and Two    Queens of the of the same suit  300 points
Quadruple Pinocle                                                        1,200 points
Triple Pinocle                                                                  900 points
Double Pinocle                                                    300 points    
Fifteen Aces, Kings, Queens and Jacks             3,000 points    
Twelve Aces                                                                2,000 points
Twelve Jacks                                                                1,900 points
Eight Aces                                                                    1,200 points    
Eight King                                                                       800 points    
Eight Queens                                                                   900 points
Eight Jacks                                                                      400 points    

FIREHOUSE PINOCLE,  is played as a partnership game for four, two playing in partnership against the other two.  Twelve cards are dealt to each player.  As in auction pinocle the trump suit is bid for; the player on the left of the dealer bids first; each player has  only one bid or pass, and the minimum bid is 200.  The bidder makes the trump suit and leads to the first trick.  Game is won by the partnership that first reaches 1,000 points.  The score of the bidder’s side is counted first, and the game is played to the end.  A partnership cannot concede defeat.

CHECK PINOCLE was developed some sat in Texas, out of firehouse pinocle, and is considered one of the best and most skillful of all partnership games, not excluding bridge.
            The game is played by four players, two playing in partnership against the other two, with the regular 48 card pinocle pack.
            Twelve cards are dealt to each player in bundles of three at a time, and each player in turn, beginning with the player on the left of the dealer, must either bid or pass.   The lowest bid is 200, subsequent bids must be made in multiples of ten, and once a player has passed he may not re-enter the bidding.  None of the first three game players may make a bid unless he holds a marriage (King and Queen of one suit) but if all three pass the dealer must bid at least 200 and he does not need a marriage to do so; if, however, he wishes to make a higher bid than 200 he must hold one.  The bidding ends when a bid has been passed by the three other players, and the bidder then names the trump suit.
            The players then expose their melds on the table.  The melds and the scores for them are the same as in auction pinocle and the partners add the values of their melds together and record the total as a single score.
            Some melds have what is known as a check (chip) value; a Trump Sequence (A 10 K Q J) and Four Aces each of a different suit are each worth 2 checks, Four Kings, Four Queens, Four Jacks each of a different suit, and Double Pinocle are all worth 1 check.  Check values are paid across the table as the game proceeds.
            The players return the melds to their hands, and the play is same as in partnership pinocle.  When all twelve tricks have been played a partnership scores 10 points for every Ace and 10 that it has won, 5 points for every King and Queen, and 10 points if it has won the last trick.

            The bidding side adds these points to those that it has already scored for its melds, and if the total is at least equal to the bid the contract has been made and the partnership scores for everything that it makes; if its total is less than its bid the amount of its bid is deducted from its score.  In all cases the opposing side scores for everything that it makes.
            The game is won by the partnership that first scores 1,000 points.  The score of the bidding partnership is counted first, and as the game is over when it reaches 1,000 points, the opposing partnership scores nothing in the final deal.
            At the end of each deal a partnership is entitled to checks on the following scale:

Contract                       If Made
200-240                       2 checks           If the contract is defeated the
250-290                       4 checks           bidding partnership pays double checks
300-340                       7 checks           to the opposing partnership.
350-390                       10 checks
400-440                       13 checks
and 3 added checks for each
series of 50 points.       

  A partnership that wins all twelve tricks in a deal receives 4 checks; for winning the online poker game it receives 7 checks and 1 check for each 100 points (or part thereof) by which the score of the winning partnership exceeds that of the losing partnership; and if the losing partnership has a net minus score, the winning partnership receives an additional 4 checks.

 

 

 

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GAMES FOR THREE PLAYERS

Black Maria

Five Hundred

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Towie

=============
Games for Four players

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Games for Five or more players

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